GV 1277 
.M15 

1888 



THE 

Laws of Whist. 

ill the Important Decisions 

Made in England, France and the United States, 
inserted beneath the rule under 
which each case arose. 



MODERN WHIST 

Very generally illustrated and explained. 

The System of Combination of Forces 

and Refined Whist made plain by statements as 
to how every hand should be played, 

COMBINED WITH THE 

GENERAL RULES OF THE ETIQUETTE OF THE SAME, 
By McINTOSH. 

THIRD EDITION. 

W. T. SMITH, UTICA, N. Y: 



/5< ^3 



Entered according to Act of Congress in the year 1887, 

By a. j. Mcintosh, 

In the Office of the Librarian of Congress, at Washington 



L. C. Childs & Son, Printers and Book-Binders, Utica, N. Y. 



I 

CONTENTS. 



Preface 9 

Different Kinds of Whist 12 

The Purposes for which Whist Laws were Created 13 

The Laws of Whist 17 

Etiquette of Whist 63 

Dummy Whist 68 

Glossary of Terms used in Whist 69 



Modern Whist 75 

Original Lead in Trumps from Five or More 79 

Lead in Trumps from Less than Five 80 

For what Trumps are used 82 

Original Lead in Plain Suits 83 

Original Lead from Singleton 84 

Hold up Card of Reentry 84, 98 

Lead Highest of Head Sequence 84 

Exceptions to the Rule 85 

Lead from Plain Suit of Four Cards 85 



The Call for Trumps 86 

The " Echo" in Trumps 87 

The " Echo" in Plain Suits 88 

Don't "Echo" if Adversary is Leading Trumps 88 



When Ace is Led in Plain Suit 88 

When King, &c, is Led in Plain Suit 89 

Underplaying 90 



ii 

Play to the Score 91 

Trump Lead from Four or Less 91 

Play Strengthening Card to Partner's Suit 92 

Play out Commanding Card of Partner's Suit 93 

Hold up Commanding Card of Adversary's Suit 94 

When to Force Partner 95, 107 

When to Force Adversary 107 

Generally follow up your Suit until Established 95 

From which Suit to Discard 96 

Don't play False Card 97 

Avoid Changing Suit 97 

Return of Partner's Lead 92, 97 

Exceptional Plays 98 



SECOND HAND. 
The Plays of Second Hand 98 

1. In Plain Suits . . 98 

2. In Trumps 100, 104 

3. Signal for Trumps and "Echo" 86, 87, 103 

THIRD HAND. 
The Plays of Third Hand 104 

1. In Plain Suits 104 

2. In Trumps 106, 108 

3. Signal for Trumps and " Echo" 106 

FOURTH HAND. 

The Plays of Fourth Hand Ill 

The Coups ..112 

Some Suggestions 114 

History of Whist 117 

Suggestions to Beginners and Others 131 

Probabilities 139 

Mode of Keeping the Score of Points and Games 142 

Rhyming Rules and Mnemonic Maxims 143 



Ill 



INDEX TO THE RULES. 

Rule. 



As to the rubber 1 

As to scoring 2 

As to cutting 18 

As to formation of table 16 

As to entry and reentry of players 21 

As to shuffling 26 

As to the deal 33 

As to new deal 37 

As to misdeal 43 

As to the trump card 52 

As to cards liable to be called 56 

As to cards played in error or not played to a trick 67 

As to the revoke , 71 

As to calling for new cards 83 

General rules from 84 to 91, inclusive 



Modern Whist 

Refined or modern whist is the most scientific of all games. 
Its theory is combination of forces, the players on each side 
uniting their strength. This is power. Twenty-six cards 
of equal value played against other twenty-six cards in the 
hands of skillful players, or when one player is long in 
trumps and has a long, plain suit, the force and character of 
the system is demonstrated. The science and strength of 
the game is exhibited by each player in his efforts to get as 
many tricks as he can, and to help his partner take as many 
as possible, and at the same time they use their combined 
forces to waste their adversaries' power, and defeat their 
plans and purposes. To accomplish these ends are required 
close attention and study as well as prompt and judicious 
action founded on all the light a player can gather from the 
plays of each other player — what cards played — times when 
— by whom — and the state of the score. These, considered, 
together with the cards held by the player, lead him at one 
time to play a backward game, at another time to make a 
bold, strategical dash; success in both instances probably 



10 



crowning' his efforts. He is a skillful general in the game 
who knows when the probabilities are with him in a line of 
policy that may bring success, and yet, defeated in the effort, 
sees a good line of retreat whereby he may save the game, 
and who never in his calculations loses sight of the state of 
the score. 

Book leads are based largely on the theory of things being 
equal, particularly an even score. They are conservative, 
and are founded on long experience and sound judgment, 
but like all human rules there are exceptions to them, and 
it takes the scientific and bold player to know just when 
these occur; when to keep his forces well guarded and 
when to make a dash. He keeps in mind that the first suit 
opened by a player is his long suit — that the second suit 
opened by a player is possibly, and the third probably a 
forced lead. The most skillful player plays probabilities — 
probabilities in his favor, not a certainty — for he will often 
fail in his purposes. 

No one can be a finished player without a thorough knowl- 
edge of the rules. No player desires to play a boorish game 
or violate the rules. By knowing the rules and adhering 
strictly to them, dignity, character and order are given to 
the game. Law is civilization — want of it confusion and 



11 



barbarism. If whist laws comprise not the game, it is certain 
there can be no whist without the laws. Knowledge of 
whist laws can only be acquired by knowledge of the de- 
cisions made under the laws, and those never having been com- 
piled, was the author's apology for the first edition of this 
work. The nattering reception of that edition by the whist 
public is the apology for this revised and enlarged edition. 

Utxca, N. Y., October, 1887. 



Different femes of Whist 



There are six different games of Whist, viz : 

Long Whist, the whist of Hoyle, 10 point, 
counting honors, (now nearly obsolete). Long 
whist, 7 point, not scoring honors. (Not in 
favor.) 

Short Whist, counting honors as played by 
some whist clubs in England.. 

Short Whist, not counting honors, as played 
in America and France, is known as American 
Whist. It is played now a good deal in England, 
and is there growing in favor. 

Dummy Whist, as played in France and in the 
United States. It is played some in England. 

Double Dummy, as played in France and in the 
United States, is played some in England. 

The same rules govern long as short whist. 
The rules of dummy are the same with the ex- 
ceptions hereinafter mentioned. 



Whist Laws or Rules, 



Whist rules were made for the purpose 
of establishing a written code of laws to 
govern the game of whist, and by which 
harmony, order and uniformity might be 
given the game. 

This code of laws was in no sense made 
to prevent or punish cheating. Cheating 
is not whist. A player that cheats in the 
game is summarily punished, but only by 
the unwritten law. He is condemned at 
once as an outcast — abhorred and deserted 
by all good whist players. 

The game of whist under and within the 
rules is in its broadest sense a thoroughly 
honest game, and it is and should be the 
intention of each player to violate no obli- 
gation or rule applicable to the game. The 
law-makers anticipating that through inad- 
vertence, accident or carelessness, the rules 



14 



Would be violated by players, and that 
thereby the player violating and his part- 
ner would obtain an undue advantage, 
as a compensation to the adversaries for 
this advantage thus gained, provision is 
made under the rules — generally called 
penalties — to equal the advantage and no 
more. Nothing is in fact, with one excep- 
tion, provided or givea as a penalty. It is 
not a game of penalties. Penalties are 
named frequently in the rules, but the only 
instance when a penalty is imposed, is in 
case of revoke, (under Rule 72) and in that 
case because of the difficulty of measuring 
the advantage resulting from the play, and 
because it so damages the order and play 
of the hands in which it occurs, and as the 
law-makers say, " because the offence is so 
- great." 

In all other cases equity and justice rule. 
All of the many decisions which have 
been made by English, French and Amer- 
ican whist players whose judgment and de- 
cisions all respect and regard, were made 



15 



by them, based on the foregoing 1 principles, 
and they were governed thereby in their 
conclusions, and the same principles should 
govern in deciding future cases as _ they 
may occur. 

A lax interpretation of whist laws may 
work great inconvenience, yet a rigid 
interpretation of the laws is never made 
that would inflict wrong in many cases. 

To illustrate, Rule 6 says : "Honors shall 
be claimed" &c, A and B playing as part- 
ners and their score being two, make in a 
band one point and two honors and claim 
game, and score it, not mentioning honors. 
After top card of following deal is turned, 
the adversaries claim that A and B have 
not claimed honors, and that they are too 
late to score them. Held, that they had 
substantially complied with the rule and 
were entitled to score honors. 

The Club Code as revised and adopted 
by the Arlington and Portland Clubs, em- 
braces the rules or laws governing the game 
of whist. These make, as it were, the 



16 



Common Law of the game governing all 
players, except such whist clubs or bodies 
as have made or may make a change 
of the rules and laws in some particular 
respect. As changed it becomes a special 
statute, of force only within the club or 
body making the change. 

It is well that the whist world is governed 
substantially by the same code of laws. It 
would be better if it were altogether so ; 
then even different languages would not 
separate good whist players. As to whist 
they would form a common brotherhood 
the world over, and therein speak fluently 
one language. 

The following is the Club Code, com- 
monly called Whist Laws or Rules. 

All the important decisions that have 
been made of cases under the rules are also 
given under the rule in which the same 
arose. 



THE LAWS OR RULES 

OF 

SHORT WHM#, 

VERBATIM, FROM 

THE CLUB CODE. 

(The notes added by the author embrace all the important 
decisions made in England, France and America.) 

The Rubber. 

1. The rubber is the best of three 
games. If the first two games be won by 
the same players, the third game is not 
played. 

Scoring. 

2. A game consists of five points. Each 
trick, above six, counts one point. 

The game as formerly played consisted of ten 
points. Honors were scored as indicated in Eule 
3, except that players who at the commencement 
of a deal had a score of nine, were in the " nine 



18 



holes," and did not then score honors. The 
American game as played for a time consists of 
seven points, in which honors are not scored. 
Most clubs in America now play a five point game 
and do not score honors. This is known as 
American Whist, yet there are some clubs in 
America that play a five point game according 
to the Club Code and score honors. 

3. Honors, i.e., Ace, King, Queen, and 
Knave of trumps are thus reckoned : 

If a player and his partner, either sepa- 
rately or conjointly, hold — 

I. The four honors, they score four points. 
II. Any three honors, they score two points. 
III. Only two honors, they do not score. 

Of course this rule as well as all others, in so 
far as it and they refer to scoring of honors, are in 
abeyance in those clubs that do not score honors. 

4. Those players who, at the commence- 
ment of a deal, are at the score of four, 
cannot score honors. 

5. The penalty for a revoke takes prec- 
edence of all other scores. Tricks score 
next. Honors last. 

What constitutes a revoke. See Rule 71. 
Penalty for revokes. See Rule 72. 



19 



Example. — If a player revokes when the ad- 
versaries' score stands two to none, the adver- 
saries win a treble, however many tricks the re- 
voking side may win, as the revoke counts be- 
fore tricks. See note to Rule 72. 

6. Honors, unless claimed before the 
trump card of the following deal is turned 
up, cannot be scored. 

7. To score honors is not sufficient ; 
they must be called at the end of the hand ; 
if so called, they may be scored at any 
time during the game. 

The trump card must be turned up and 
quitted to deprive the claimants of their 
right to score honors. 

8. The winners gain — 

I. A treble, or game of three points, when their 

adversaries have not scored. 
II. A double, or game of two points, when their 
adversaries have scored less than three. 
III. A single, or game of one point, when their 
adversaries have scored three or four. 

The values of the two games won are added 
together, and to which is added two points as a 
bonus for winning the rubber— from which is 



20 



deducted the value of a game won, if any, by the 
opponent — the difference is the rubber score. 
This difference may vary from one to eight 
points. 

Minimum, 1-1-1 + 2=4—3=1 

Maximum, 3 + 3 + 2=8—0=8 
The minimum shows that one side won two games, and 
that the adversaries made at least three tricks each of those 
two games, and that the adversaries won a treble in the rub- 
ber. The 1 + 1 + 2 represents score of the two games, the 2 
for the rubber — then 

1 + 1 + 2=4 

From which deduct treble won by adversaries, 3 

This leaves 1 
point as result of the rubber. The maximum shows one 
side won two trebles, adversaries won nothing — then 
3 + 3+2=8 points as the result of that rubber. 

Again, suppose in a rubber, the first game is won by one 
side making five points, the adversaries two points, the re- 
sult of that game would be 1 + 1, a double=2 points. 

Second game won by other side 5 to 4, result a single 1. 

Third game a treble, won by side that won the second game. 
The result of this rubber would be : 
1+3+2=6 

From this deduct the double 2 

This leaves 4 points. 
In playing Long "Whist, the winners gain a single if their 
adversaries have scored five or more, a double if they have 
have scored less than five. One point is added for the 
rubber at Long Whist. There is no treble at Long Whist. 



21 



g. The winners of the rubber gain two 
points (commonly called the rubber points,) 
in addition to the value of their games. 

10. Should the rubber have consisted of 
three games, the value of the losers' game 
is deducted from the gross number of 
points gained by their opponents. 

11. If an erroneous score be proved, 
such mistake can be corrected prior to the 
conclusion of the game in which it occur- 
red, and such game is not concluded until 
the trump card of the following deal has 
been turned up. 

12. If an erroneous score, affecting the 
amount of the rubber, be proved, such 
mistake can be rectified at any time during 
the rubber. 

A single being scored by mistake for a double 
or treble, or visa versa, the mistake can be cor- 
rected under the Kule. 

If one side take up a trick or tricks belonging 
to their adversaries, the right to reclaim holds 
good until the hand is played out. 



22 



Cutting. 

13. The Ace is the lowest card. 

14. In all cases, every one must cut from 

the same pack. 

Cut as used in the rule means cut. It is a 
frequent practice, but one not liked by refined 
whist players, to spread the pack on the table 
and draw instead of cut. The Kale should be ob- 
served. 

15. Should a player expose more than 
one card, he must cut again. 

Formation of Table. 

16. If there are more than four candi- 
dates, the players are selected by cutting ; 
those first in the room having the prefer- 
ence. The four who cut the lowest cards 
play first, and again cut to decide on part- 
ners ; the two lowest play against the two 
highest ; the lowest is the dealer, who has 
choice of cards and seats, and, having once 
made his selection, must abide by it. 

If there were not six candidates, another or others, (cov- 
ering the deficiency), may declare his or their intention to 
enter the table as provided by rule 21. 

It will be noticed that the dealer only has a 
choicejOf cards and seats. 



23 



1 7. When there are more than six can- 
didates, those who cut the two next lowest 
cards belong to the table, which is com- 
plete with six players ; on the retirement 
of one of those six players, the candidate 
who cuts the next lowest card has a prior 
right to any after-comer to enter the table. 

A complete table holds the table until a vacancy 
occurs, when the players may request another mem- 
ber to fill the vacancy and he has right of entry 
unless it interferes with an established "prior 
right" under the rule. Either player may, with 
the consent of the other players, appoint a sub- 
stitute to play that rubber without effecting prin- 
cipal's right to the table. (See Rule 23.) 

Cutting Cards for Partners, and for 
the Deal. 

18. Two players cutting cards of equal 
value, unless such cards are the two high- 
est, cut again ; should they be the two 
lowest, a fresh cut is necessary to decide 
which of those two deals. 

Example. — A three, two sixes and a knave 
are cut. The two sixes cat again, and the lowest 
plays with the three. Suppose at the second cut, 



24 



the two sixes cut a king and a queen, the queen 
plays with the three. If, at the second cat an 
ace or a two is cut, the three still retains its priv- 
ileges as original low, and has the deal and choice 
of cards and seats. 

19. Three players cutting cards of equal 
value, cut again ; should the fourth (or re- 
maining) card be the highest, the two 
lowest of the new cut are partners, the 
lower of those two the dealer ; should the 
fourth card be the lowest, the two highest 
are partners, the original lowest the dealer. 

Example. — Three aces and a two are cut. The 
three aces cut again. The two is the original 
high and plays with the highest of the next cut. 
Suppose at the second cut, two more twos and 
a kiDg are cut. The king plays with the origi- 
nal two, and the other pair of twos cut again for 
deal. Instead of that, suppose the second cut to 
consist of an ace and two knaves. The two 
knaves would cut again and the player cutting 
the highest card would play with the two. 

Cutting Out. 

20. At the end of a rubber, should ad- 
mission be claimed by any one, or by two 
candidates, he who has, or they who have, 



25 



played a greater number of consecutive 
\i rubbers tha£ the others, is, or are, out ; but 
when all have played the same number, 
they must cut to decide upon the out-goers ; 
the highest are out. 

Entry and Reentry, 

21. A candidate wishing to enter a table 
must declare such intention prior to any 
of the players having cut a card, either for 
the purpose of commencing a fresh rubber 
or of cutting out. 

22. In the formation of fresh tables, 
those candidates who have neither be- 
longed to nor played at any other table 
have the prior right of entry; the others 
decide their right of admission by cutting. 

23. Any one quitting a table prior to 
the conclusion of a rubber, may, with con- 
sent of the other three players, appoint a 
substitute in his absence during that rub- 
ber. 



26 



24. A player cutting into one table whilst 
belonging to another loses his right* of re^ 
entry into that latter, and takes his chance 
of cutting in, as if he were a fresh candi- 
date.f 

If a player quits the table out of his turn, only 
one of those whose turn it is to go out can be 
called on to do so, as only two players can enter 
at a time. If two of the original players wish to 
remain, these two determine between themselves, 
by cutting, which remains. 

25. If any one break up a table, the 
remaining players have the prior right to 
him of entry into any other, and should 
there not be sufficient vacancies at such 
other table to admit all those candidates, 
they settle their precedence by cutting. 

Shuffling. 

26. The pack must neither be shuffled 
below the table nor so that the face of 
any card be seen. 

27. The pack must not be shuffled dur- 
ing the play of a hand. 



*i. e. his prior. 1And last in the room, vide Law 16. 



27 



28. A pack, having been played with, 
must neither be shuffled, by dealing it into 
packets, nor across the table. 

29. Each player has a right to shuffle 
once only, except as provided by Rule 32, 
prior to a deal, after a false cut, or when a 
new deal has occurred. 

As to false cut, vide Law 34. 
As to new deal, vide Law 37. 

30. The dealers' partner must collect the 
cards for the ensuing deal, and has the 
first right to shuffle that pack. 

31. Each player after shuffling must 
place the cards properly collected, and face 
downwards, to the left of the player about 
to deal. 

32. The dealer has always the right to 
shuffle last ; but should a card or cards be 
seen during his shuffling, or whilst giving 
the pack to be cut, he may be compelled 
to reshuffle. 



28 



The Deal. 

33. Each player deals in his turn ; the 
right of dealing goes to the left. 

34. The player on the dealer's right cuts 
the pack, and, in dividing it, must not 
leave fewer than four cards in either 
packet ; if in cutting, or in replacing one 
of the two packets on the other, a card be 
exposed, or if there be any confusion of 
the cards, or a doubt as to the exact place 
in which the pack was divided, there must 
be a fresh cut. 

35. When a player, whose duty it is to 
cut, has once separated the pack, he can- 
not alter his intention ; he can neither 
reshuffle nor recut the cards. 

He has the right to shuffle and cut but once 
each. If he cut or separate the pack his right to 
shuffle is gone. If doubt arises as to the place 
where the pack was separated, etc., the doubt 
will be settled under last provisions of Kule 34. 

36. When the pack is cut, should the 
dealer shuffle the cards, he loses his deal. 



29 



A New Deal. 

37. There must be a new deal — 

I. If during a deal, or during the play of a hand, the 
pack be proved incorrect or imperfect. 

II. If any card, excepting the last, be faced in the 
pack. 

In a new deal the same dealer deals again — 
this because he is not at fault. (Vide Rules 47, 
50 and 69, as to new deals.) A dealer has no 
right to count the cards dealt or undealt to ascer- 
tain whether or not he has made a mistake. If 
he does so, the deal is lost under Eule 44. 

The cards having been properly dealt, and one 
player in gathering his hand takes a card belong- 
ing to an adversary, and neither player being 
able to state which the stray card is, the adversa- 
ries may call for a new deal, or not having seen 
their cards, have the option of that call or of 
drawing a card from the hand holding the stray 
card. Taking up the cards is considered in decid- 
ing cases as equivalent to seeing the cards. 

38. If, whilst dealing, a card be exposed 
by the dealer or his partner, should neither 
of the adversaries have touched the cards, 
the latter can claim a new deal ; a card 
exposed by either adversary gives that 
claim to the dealer, provided that his part- 
ner has not touched a card ; if a new deal 



30 



does not take place, the exposed card can- 
not be called. 

The dealer can claim a new deal if, during his 
deal, either of the adversaries exposes a card — in 
case his partner has not touched a card. 

If, in dealing, the dealer sees a card, but turns 
it face downward so quickly that his adversaries 
can't name it, if requested he must name it, or the 
adversaries may call for a new deal — he naming 
the card they have the option of a fresh deal. 

39. If, during dealing, a player touch 
any of his cards, the adversaries may do 
the same, without losing their privilege of 
claiming a new deal, should chance give 
them such option. 

40. If, in dealing, one of the last cards 
be exposed, and the dealer turn up the 
trump before there is reasonable time for 
his adversaries to decide as to a fresh deal, 
they do not thereby lose their privilege. 

41. If a player, whilst dealing, look at 
the trump card, his adversaries have a right 
to see it, and may exact a new deal. 

42. If a ? player take into the hand dealt 
to him a card belonging to the other pack, 



31 



the adversaries, on discovery of the error, 
may decide whether they will have a fresh 
deal or not. 

A Misdeal. 

43. A misdeal loses the deal. 

A misdeal does not lose the deal in the cases 
named in Eules 45, 50 and 69. 

44. Tt is a misdeal — 

I. Unless the cards are dealt into four packets, one 
at a time, in regular rotation, beginning with the 
player to the dealer's left. 
II. Should the dealer place the last (i. e., the trump) 
card face downwards on his own, or any other 
pack. 

III. Should the trump card not come in its regular 

order to the dealer ; but he does not lose his deal 
if the pack be proved imperfect. 

IV. Should a player have fourteen cards, and either of 

the other three less than thirteen. 
V. Should the deafer, under an impression that he has 
made a mistake, either count the cards on the 
table, or the remainder of the pack. 
VI. Should the dealer deal two cards at once, or two 
cards to the same hand, and then deal a third ; 
but, if prior to dealing that third card, the dealer 
can, by altering the position of one card only, 
rectify such error, he may do so, except as pro- 
vided by the second paragraph of this law. 



32 



VII. Should the dealer omit to have the pack cut to him, 
and the adversaries discover the error, prior to 
the trump card being turned up, and before look- 
ing at their cards, but not after having done so. 
See Rules 36, 45 and 47. 

After the word "fourteen" in subdivision IV. 
add the words "or more," and at the end of same 
subdivision the words, "the pack being perfect." 

If the dealer misses a hand in dealing, he may 
rectify the error before dealing to the next hand ; 
if not rectified before he deals to the next hand, 
it is a misfead/; i. e. if he shall have dealt to two 
hands it is too late to correct the error. 

Case — A and B, partners against X and Y. 
A deals and pays out the cards correctly, but in 
gathering up his cards took one of Bs cards, and 
played with fourteen cards in hand — taking three 
tricks in plain suits — then threw down the four 
honors and claimed game. It was conceded by 
the adversaries. Then all the players threw 
their cards on the table and they were mixed by Y 
or by A, without objection of the adversaries. 
Held, the score stands good. If the error had 
been discovered before the cards were mixed it 
would have been a misdeal. 

Case. — The same parties playing another hand. 
A in gathering his hand took one of B's cards 
and played wilh fourteen cards until he had four 
cards left and B only two. X and Y held three 
honors and had nine tricks Held, it was a mis- 
deal. 



33 



45- A misdeal does not lose the deal if, 
during the dealing, either of the adversa- 
ries touch the cards prior to the dealer s 
partner having done so ; but should the 
latter have first interfered with the cards, 
notwithstanding either or both of the 
adversaries have subsequently done the 
same, the deal is losl. 

46. Should three players have their right 
number of cards — the fourth have less than 
thirteen, and not discover such deficiency 
until he has played any of his cards, the 
deal stands good; should he have played, 
he is as answerable for any revoke he may 
have made as if the missing card, or cards, 
had been in his hand ; he may search the 
other pack for it, or them. 

Each player is bound to know before lie plays 
to the first trick, that he holds as many as thirteen 
cards. Vide Rule 70, and Subdivision I V. of 
Rule 44. 

47. If a pack, during or after a rubber, 
be proved incorrect or imperfect, such 



34 



proof does- not alter any past score, game, 
or rubber ; that hand in which the imper- 
fection was detected is null and void ; the 
dealer deals again. 

48. Any one dealing out of turn, or 
with the adversary's cards, may be stopped 
before the trump card is turned up, after 
which the game must proceed as if no 
mistake had been made. 

49. A player can neither shuffle, cut, 
nor deal for his partner, without the per- 
mission of his opponents. 

50. If the adversaries interrupt a dealer 
whilst dealing, either by questioning the 
score or asserting that it is not his deal, 
and fail to establish such claim, should a 
misdeal occur, he may deal again. 

51. Should a player take his partner's 
deal and misdeal, the latter is liable to the 
usual penalty, and the adversary next in 
rotation to the player who ought to have 
dealt then deals. 



35 



The Trump Card. 

52. The dealer, when it is his turn to 
play to the first trick, should take the 
trump card into his hand ; if left on the 
table after the first trick be turned and 
quitted, it is liable to be called; his part-, 
ner may at any time remind him of the lia- 
bility. 

If the trump card is left on the table after the 
time allowed by the Rule, it becomes an exposed 
card, and is liable to be called as such ; but it is 
not usual to call it. 

The trump card raised from the table before 
first trick is turned and quitted, is not liable to be 
called as an exposed card. The dealer may take 
the first trick and any time before he turns and 
quits it, is in time to take up the trump card. It 
is not expected that the dealer will take up the 
trump and play to a trick the same instant. The 
other three players having played, the dealer can 
take the trump card up before playing. 

Leaving the trump card on the table after the 
first trick is turned and quitted may cause con- 
fusion, as it may be mistaken for a lead. 

53. After the dealer has taken the trump 
card into his hand, it cannot be asked for ; 



36 



a player naming it at any time during the 
play of that hand is liable to have his 
highest or lowest trump called. 

Any player may, during the play of the 
hand, ask what the trump suit is. But a player 
may not ask what the trump card was, and any 
player naming it is liable to the penalty. If a 
penalty is incurred, the player violating the rule 
may be required to pay the penalty at any time 
when it is his play during the play of the hand, 
and ' the call may be repeated. He cannot be 
compelled to revoke. Vide Rule 55. 

54. If the dealer takes the trump card 
into his hand before it is his turn to play, 
he may be desired to lay it on the table ; 
should he show a wrong card, this card 
may be called, as also a second, a third, 
etc., until the trump card be produced. 

55. If the dealer declares himself unable 
to recollect the trump card, his highest or 
lowest trump may be called at any time 
during that hand, and unless it causes him 
to revoke, must be played ; the call may be 
repeated, but not changed, z. e., from high- 



37 



est to lowest, or vice versa, until such card 
is played. 

Cards Liable to be Called. 

56. All exposed cards are liable to be 
called, and must be left on the table ; but 
a card is not an exposed card when drop- 
ped on the floor, or elsewhere below the 
the table. 

The following are exposed cards : 

I. Two or more cards played at once. 

II. Any card dropped with its face upwards, or in any 
way exposed on or above the table, even though 
snatched up so quickly that no one can name it." 

All exposed cards are to be left on the table 
face upwards. If two or more exposed cards are 
on the table at the same time, the adversaries 
may call either, and afterward continue to call 
either they choose until the last card is played. 
Two or more cards played at once are liable to like 
manner of call. An exposed card got rid of in 
course of play, no penalty remains except in case 
under Eule 62. A player naming a card in his 
hand makes it constructively an exposed card, and 
the adversaries may require that it be laid on the 
table as an exposed card. 

The following case arose in the Portland Club 
of London : A player thinking the game could 



38 



not be saved, lowered his cards above the table, 
and was about to throw them down, but his part- 
ner, thinking the game might be saved, checked 
him, but not until each player had seen all the 
cards in the player's hand. The adversaries 
claimed that the cards were exposed cards and 
that they should be laid on the table as such. 

Mr. Cavendish was present and gave it as his 
opinion that the cards were not exposed cards, as 
there was no penalty for lowering the hand. 
Subsequently he wrote a formal opinion in the 
case, and therein claimed they were not exposed 
cards and for the reason above stated and other 
reasons which hereinafter appear. 

Mr. Cavendish in his decision tells us that the 
words "in any way exposed," in effect mean 
nothing except that "they merely state in a 
round about way, that exposure is exposure " 
He also states that there is nothing in whist laws 
that fixes a particular angle that a player shall 
hold his cards, and that if there were such a rule, 
it would lead to endless disputes. Mr. Clay, " J. C. " 
wrote a lengthy decision in the case, sustaining 
the decision of Mr. Cavendish, and on the grounds 
thereof and for the further reason, that if it had 
been the intention of the law makers that a pen- 
alty should or might be imposed on a player for 
holding his cards below a certain angle, they 
would have made an express provision to that 
effect. 

The author very respectfully disagrees with 
Mr. Cavendish and Mr. Clay in their decision. 



39 



Kule 56 starts off by saying : " All exposed 
cards are liable to be called, and must be left on 
on the table." The rule then excepts from the 
operation of the rule, cards " dropped on the floor 
or elsewhere below the table." This exception 
was made on the probability that if a player 
dropped his cards on the floor or elsewhere, his 
partner could not see them, and consequently no 
advantage would be derived to them from the 
cards being thus dropped. 

The rule then states : — 

" The following are exposed cards : 

I. Two or more cards played at once. 

II. Any card dropped with its face upwards, or in any 
way exposed on or above the table, even though 
snatched up so quickly that no one can name it." 

In the last subdivision we have a statement 
that a card dropped with its face upwards, on or 
above the table, is an exposed card. That is one 
way of exposing a card. After extracting that 
from the second subdivision of this rule, there 
remains, in clear terms : Any card in any way 
exposed on or above the table is an exposed card. 
Here is a positive law that Mr. Clay overlooked, 
but the word " angle," that Mr. Cavendish looked 
in vain for, is not in it ; while there is a clear 
statement that a card exposed on or above the 
table in any way,is an exposed card. They object 
to the word "exposed." This word, Mr. Web- 
ster tells us, means " to uncover, to offer to view." 
That is just what the offender did ; he uncovered 



40 



and offered to view his hand, above the table so 
that each player saw each card he held. 

The law makers in the second subdivision, tell 
one way by which a card would become an ex- 
posed card, by being dropped with the face 
upward, &c. There was then many untold ways 
by which a card could be exposed on and above 
the table, and now to cover every possible way 
by which a player could expose, " offer to view or 
uncover" a card on or above the table, they made 
the general provision under consideration. 

To drop a card on the table face upwards is 
one way to expose it ; to throw a card on the 
table face upward, would expose it ; to put one's 
hand on the table with a card under it and then 
raise the hand, leaving the card uncovered on the 
table face upward, would make it an exposed 
card ; to slide a card on the table face upward 
would expose it ; to hold a card in the hand over 
the table to the full view of each player, as it was 
conceded was done in the case under considera- 
tion, makes it an exposed card. To detach a card 
from one's hand, though held two feet or more 
from the table, makes the card liable to be called 
if an adversary can name it. That is an offence, 
and is punishable; but Mr. Cavendish and Mr. 
Clay tell us by their decision that it is no offence 
for a player to deliberately and intentionally " un- 
cover and offer to view above the table " his entire 
hand, and so expose it that his partner and ad- 
versaries see each card in the hand. They put- 
ting their decision on the grounds that there is 



41 



no law against such an act, and that the player 
saved a revoke because he held to the cards 
while he was showing his partner the face of 
each card. They violated the law made to 
cover just this case, — the exposure of a card 
or cards on or above the table occurring in 
any way. This law is clear and explicit and 
there is no provision in any other rule modifying 
it in any respect. The wrong is not in dropping 
a card, it is in exposing it on or above the table, 
and thereby giving the player and his partner an 
undue advantage in the playing out of their 
hands. The adversaries should be entitled to a 
compensation therefor, and that can only come 
by regarding the cards offered to view as exposed 
cards. Certainly, if one player may thus exhibit 
his hand, each of the others may. If they should, 
whist would end with the exposure. No proba- 
bilities would remain. I cannot agree with Mr. 
Cavendish that endless disputes would arise from 
the enforcement of such a rule. On the other 
hand, I think that a player that would deliber- 
ately and intentionally exhibit his cards that way 
the second time, and insist that he had the right 
to do so, and that he was subject to no penalty 
therefor, would from thence find it very trouble- 
some to find a partner or adversaries — that his 
whist playing would end with the second offence, 
unless thereafter he plead guilty and promised to 
do the act no more. The law does not say at what 
angle a player shall hold his cards, but it does 
say, if he in any way exposes them on or above the 
]) 



42 



table, even though snatched up so quickly that no 
one can name them, they are exposed cards. It 
does not appear in the case whether the cards 
were down to the table or up an inch or more 
from the table, nor is it material — it is enough to 
know that they were offered to view above the table, 
and in a way that each player saw each card in 
the hand. Note the phraseology of the law ; it does 
not state snatched up from the table only, but from 
on or above. A card subject to call as a detached 
card, is one separated from the hand and so ex- 
posed, but not over the table, that it can be named, 
but a card detached and exposed to view over the 
table is an exposed card, and subject to call as 
such. A player naming a card in his hand, makes 
it constructively an exposed card ; it can be called 
to the table as such. The same rule would appty 
if he named all the cards he held, even to the 
amount of a full hand, and yet we are told that if 
he intentionally exhibits to view his whole 
hand above the table to the eye of each player, 
so that each player sees each card he holds, it 
is no offence, and there is no penaltj^ for 
it. In effect, that it is wrong to expose the 
cards to the ear and there is a penalty for it, but 
that an exposure to the eye is very good, and 
there is no penalty. 

Their decision was wrong. The cards were 
exposed cards. 

Case XIV, reported in Drayson, is as follows: 
A and B partnei s against X and Y. A draws a card 
from his hand and almost touches the table with 



43 



it, buf suddenly changes his intention of playing 
it, and replaces it among his other cards. 

X says : that is an exposed card ; you must 
leave it on the table." 

A says : " Name it." 

X replies: "It is not necessary to name it. 
Your card was exposed above the table. I could 
see that it was a face card, but cannot name it, 
and rule 56 therefore makes it an exposed card, 
liable to be called." 

A then claimed that unless named the card 
could not be called. 

Decision. — " Kules 56 and 60 refer to this 
case. A card detached from all other cards, but 
not quitted, is a detached card only. If it can 
be named it becomes an exposed card, and liable 
to be called." 

Note by Author. — It does not appear who 
made this decision. It is erroneous. Rules 56 
and 60 do not refer to the case. The case is de- 
termined by the one or the other of those rules. 

X, in his reply, does not state he can name 
the suit of the card and that it was one of the 
face cards of that suit, but in effect states your 
card was exposed above the table, and so ex- 
hibited to view that I saw it was a face card 
of one of the four suits, but I cannot tell which. 

A, it appears, does not dispute this statement 
in any respect, thus conceding the exposure above 
the table, and to the extent claimed by X That 
brings the case solely within Rule 56 ; the 
card was an exposed card and should have been 



44 



placed on the table subject to call. Vide opinion 
of author in next preceding case. 

Kule 51, of the Washington Club, of Paris, 
reads : " All exposed cards can be called, no 
matter in what manner they are exposed, if drop- 
ped on the table, thrown on the table, or held 
above the table, detached or not detached. The 
only exception to this rule is when a card is drop- 
ped on the floor, as then an adversary may see it, 
but it is next to impossible that a partner ever 
can." 

Case. — A and B partners against C and D. It 
is A's lead, with four cards in hand. He says : 
" The four tricks are mine, the best three hearts 
and the remaining trump." A was mistaken, as 
his partner held a trump card and a higher card 
than the one held by A, and he held three low 
diamonds, of which suit C held the commanding 
cards. C and D claimed the right to call A's 
cards to the table as exposed cards, and then call 
the trump card to be led, and thus C and D would 
win three of the four tricks. A and B denied 
the right to call the cards as exposed cards. A 
said he should have played out his heart suit 
first, and then led trumps, and thus he and his 
partner would have taken the four tricks. Held, 

that C and D have the right to call the cards 

as they claimed. 

57. If any one play to an imperfect trick 
the best card on the table, or lead one 



45 



which is a winning card as against his ad- 
versaries, and then lead again, or play sev- 
eral such winning cards one after the other, 
without waiting for his partner to play, the 
latter may be called on to win, if he can, 
the first or any other of those tricks, and 
the other cards thus improperly played are 
exposed cards. 

The effect of this rule is that a player holding 
a trick must not lead again before his partner 
has played to the first trick. If a player 
make a lead before his partner has played to the 
first trick, the card led is an exposed card and 
the partner of the player making such lead may 
be called on to win the first trick if he can. The 
adversaries have a reasonable time to make the 
call. (Rule 87.) If the last named partner should 
play to the first trick without giving the adver- 
saries reasonable time to make the call, they may 
treat the card played to the first trick as an ex- 
posed card, and yet call on him to win the trick 
if he can. If he can and does not, he is liable 
as for a revoke. (Rule 61.) The same principles 
apply to any like future lead or play made in 
violation of Rule 57. The question as to whether 
reasonable time to call was given may be deter- 
mined as provided by Rule 89. 



46 



58. If a player, or players, under the im- 
pression that the game is lost — or won — 
or for other reasons — throw his or their 
cards on the table face upwards, such cards 
are exposed, and liable to be called, each 
player's by the adversary ; but should one 
player alone retain his hand, he cannot be 
forced to abandon it. 

59. If all four players throw their cards 
on the table face upwards, the hands are 
abandoned ; and no one can again take up 
his cards. Should this general exhibition 
show that the game might have been saved 
or won, neither claim can be entertained, 
unless a revoke be established. The re- 
voking players are then liable to the fol- 
lowing penalties : They cannot under any 
circumstances win the game by the result 
of that hand, and the adversaries may add 
three to their score, or deduct three from 
that of the revoking players. 

It will be observed that there is only choice of 
two penalties under this rule, while in other 



47 



cases, the revoke comes under Eule 72, by which 
there is a choice of three penalties. 

60. A card detached from the rest of 
the hand so as to be named, is liable to be 
called; but should the adversary name a 
wrong card, he is liable to have a suit called 
when he or his partner have the lead. 

The adversaries can name but one card. Fail- 
ing to name the right card they are estopped 
from naming another. The adversaries are now 
liable to have a suit called the first time either 
of them has the lead, and if not then called the 
right to call is gone. It is well to note the differ- 
ence between exposed and detached cards As 
to the former vide Eule 56 and note. A de- 
tached card is one separated from the hand, and 
is in such position that the adversaries can 
name it. 

61. If a player who has rendered him- 
self liable to have the highest or lowest 
of a suit called, fail to play as desired, or if 
when called on to lead one suit leads 
another, having in his hand one or more 
cards of that suit demanded, he incurs the 
penalty of a revoke. Vide Ride 72. 



48 



Case. — A andB, playing as partners against C 
and D. A leads when it is his partner's lead. C 
calls on B to lead a club, instead of so doing he 
led a heart. Subsequently it is discovered that 
B held a club when the call was made. C claimed 
the penalty of a revoke. (Rule 61.) B stated 
he did not hear C call for a club lead. A said 
he did not hear the call. D said he did hear it. 

Held. — That the fact of a call having been 
made was established by the statement of C that 
he made it, sustained by the averment of D that 
he heard it; that C and D's evidence was not over- 
come by statement of A and B that neither heard 
a call. 

62. If any player lead out of turn, his 
adversaries may either call the card errone- 
ously led, or may call a suit from him or 
his partner, when it is next the turn of 
either of them to lead. 

The card so led must be left on the table as an 
exposed card. The adversaries now have a choice 
of the penalties. 

1st. To call the card as an exposed card, or 

2d. To call a suit when the player of the card or his 
partner shall first, next lead. If the call is not then 
made the right to call a suit is lost, and there then 
remains only the right to call the card led as an ex- 
posed card. If it should so happen that the exposed 
card is played uncalled before either of those players 



49 



get the lead, that pays no penalty. The right to call 
a suit when either of those players have the lead re- 
mains. That right is lost only when either of them 
has made a lead after the false play. A suit 
being called pays the penalty, and this whether the 
player called on to play has a card of the suit or not. 
(t. e., if he has a card of the suit he will play it; if 
he has none of the suit, he is relieved from the 
penalty and will lead as he wishes,) and the ex- 
posed card if then on the table may be taken in hand 
and is not subject to call. If the lead belong to the 
partner of the player who led out of turn, the former 
must give the adversaries a reasonable time to de- 
termine the choice of penalty. (Rule 87.) Other- 
wise if he play, the card he plays could be 
treated as an exposed card, and he be yet required to 
play of the suit called. The call should be made in 
such a tone of voice that the player can hear it. 
Vide case reported to Rule CI. 

63. If any player lead out of turn, and 
the other three have followed him, the trick 
is complete, and the error cannot be recti- 
fied ; but if only the second, or the second 
and third have played to the false lead, 
their cards, on discovery of the mistake, 
are taken back ; there is no penalty against 
any one, excepting the original offender, 
whose card may be called, or he or his 
partner, when either of them has next the 
lead, may be compelled to plav any suit 
demanded by the adversaries. 



50 

The card played by the original offender will 
be placed on the table as an exposed card ; the 
choice of penalties, time and manner of enforcing 
is the same in every respect as under Kule 62. 
See note thereto. 

64. In no case can a player be compelled 
to play a card which would oblige him to 
revoke. 

65. The call of a card may be repeated 
until such card has been played. 

i e., an exposed card may be called at each 
trick until it is played. Not calling it at one trick 
does not deprive the right of calling it at any 
other trick. 

66. If a player called on to lead a suit 
have none of it, the penalty is paid. 

Cards Played in Error, or not Played 
to a Trick. 

67. If the third hand play before the 
second, the fourth hand may play before 
his partner. 

68. Should the third hand not have 
played, and the fourth play before his 



51 



partner, the latter may be called on to win, 
or not to win, the trick. 

69. If any one omit playing to a former 
trick, and such error be not discovered 
until he has played to the next, the adver- 
saries may claim a new deal ; should they 
decide that the deal stand good, the sur- 
plus card at the end of the hand is consid- 
ered to have been played to the imperfect 
trick, but does not constitute a revoke 
therein 

A player naming a card that he will play to a 
certain trick, but omitting to play it, that does not 
amount to playing the card to that trick. Other 
trick or tricks having been played before the 
omission is discovered, the adversaries have the 
right to determine that the named card shall then 
be played to the imperfect trick and that the deal 
stand good or they may call a new deal. Not 
without the assent of the adversaries will the 
card be added to the imperfect trick until the end 
of the hand, and of course not then unless the 
adversaries decide that the deal stand good. 

70. If any one play two cards to the 
same trick, or mix his trump, or other card, 
with a trick to which it does not properly 



52 



belong, and the mistake be not discovered 
until the hand is played out, he is answer- 
able for all consequent revokes he may 
have made. If, during the play of the 
hand, the error be detected, the tricks may 
be counted face downwards, in order to 
ascertain whether there be among them a 
card too many ; should this be the case, 
they may be searched, and the card restored; 
the player is, however,liable for all revokes 
which he may have meanwhile made. Vide 
Rule 46. 

The Revoke. 

71. Is when a player, holding one or 
more cards of the suit led, plays a card of 
a different suit. 

72. The penalty for a revoke : 

I. Is at the option of the adversaries, who, at the end 
of the hand, may either take three tricks from 
the revoking player, or deduct three points from 
his score, or add three to their own score ; 

II. Can be claimed for as many revokes as occur dur- 
ing the hand ; 



53 



III. Is applicable only to the score of the game in 

which it occurs ; 

IV. Cannot be divided, i. e., a player cannot add one 

or two to his own score and deduct one or two 
from the revoking player ; 

V. Takes precedence of every other score; e. g., the 
claimants two, their opponents nothing, the 
former add three to their score, and thereby win 
a treble game, even should the latter have made 
thirteen tricks and held four honors. 

Case. — A and B against S and T. A leads 6 
hearts ; S plays 2 clubs ; B kn. hearts, T 4 clubs 
and gathers in the trick, and turned it face down- 
ward on the table before himself, keeping his hand 
thereon. B says, "the trick is mine," and reached 
and took the trick from the table and from under 
the hand of T, which to this time had not been 
taken from the trick. T now, and before B had 
turned the trick, asked, "what suit was led?" B 
answered "hearts." T claimed he was in time to 
withdraw his club and play a heart, and save a 
revoke ; that he had not quitted the trick when 
B took it from him, and that before the trick was 
turned and quitted by B, he had asked what suit 
was led ; that he was entitled to this information 
and a reasonable time thereafter to correct his 
play, and that B's turning and quitting the trick 
after the question and before its answer did not 
affect T's right. The facts as claimed by T as to 
his not taking his hand from the trick clown to 
the time it was taken by B, and that T having 



54 



made the inquiry at the time claimed by T was 
conceded by B, yet he claimed a revoke. Held, 
it was not a revoke. T had not quitted the trick. 
His question was in time, and he was entitled to 
the information, and thereafter a reasonable time 
to change his play and save a revoke. 

The adversaries have choice of three penalties 
for a revoke. First, add three points to their score ; 
or, second, deduct three points from their oppo- 
nent's score ; or, third, take three tricks from their 
opponents and add them to their own. The fol- 
lowing examples are given, as : 

1st. Adversaries 2, opponents 4; opponents revoke, the 
penalty therefor "takes precedence and gives the ad- 
versaries the game, without regard to the number of 
tricks the opponents might make in the hand. 

2d. Adversaries 1, opponents 3; the latter revoke ; former 
makes one point with the hand, then 1 + 1 + 3=5, the 
game. 

3d. The hand the first in the game, adversaries take 
four tricks, opponents nine. But opponents revoke; 
three tricks from the nine leave six; the three added 
to the adversaries four make seven, giving the adver- 
saries one point in the hand. While if they added 
three points to their score, the score would stand 
three and three. The adversaries have the right to 
consult as to which penalty they will impose. Rule 
84 does not apply to a revoke. A player has not the 
right to revoke intentionally. See note to Rule 89: 
also Rides 5, 46, 59, 61, 64. 69, 70, 84 and 87. 

The laws have always been interpreted and ad- 
ministered most favorable, toward the offender in 
respect to a revoke ; the mistake being of easy 
occurrence and the penalty so severe. A case 



55 



to illustrate: A tramps a plain suit and gathers 
it in ; before turning and quitting the trick asks 
his partner "What was led?" The adversaries 
object to the question being answered, the trick 
having been gathered. {See Bide 85.) Under 
which, the question was improper and should not 
have been answered. The trick having been 
gathered he had no right to ask the card either 
player had played. Before turning and quitting 
the trick he said he wanted to know whether he 
had followed suit, He was in time to ask "what 
suit was led ? " Held, that his explanation 
amounted to substantially asking that question, 
and he then was entitled to the desired informa- 
tion, that he might save a revoke. 

A revoke may be claimed when perceived, but 
cannot be scored until the hand is played out. 

73. A revoke is established if the trick 
in which it occur be turned and quitted, 
i. e., the hand removed from the trick after 
it has been turned face downwards on the 
table, or if either the revoking- player or 
his partner, whether in his right turn or 
otherwise, lead or play to the following 
trick. 

A takes the twelfth trick by trumping and 
claims game. The adversaries admit the claim 
and throw down their cards. A then lowers his 



56 



remaining card, bat does not quit it. The adver- 
saries then discover that A could have followed 
suit to the twelfth trick, and claim a revoke. A 
claimed he was in time to correct the play, the 
trick not having been turned and quitted. Held, 
A's claim was correct, that the revoke was not 
established. 

74. A player may ask his partner 

whether he has not a card of the suit which 

he has renounced ; should the question be 

asked before the trick is turned and 

quitted, subsequent turning and quitting 

does not establish the revoke, and the 

error may be corrected, unless the question 

be answered in the negative, or unless the 

revoking player or his partner have led or 

played to the following trick. 

It is the duty of the partner to ask the player 
this question as soon as possible, that his atten- 
tion may be specially drawn to his play, and in 
time to correct his play if in error. If the ques- 
tion is unasked, and a revoke follows, the partner 
is equally guilty with the player. 

75. At the end of the hand the claimants 
of a revoke may search all the tricks, Vide 
Rule 77. 



57 



76. If a player discover his mistake in 
time to save a revoke, the adversaries, when- 
ever they think fit, may call the card thus 
played in error, or may require him to play 
his highest or lowest card to that trick in 
which he has renounced ; any player or 
players who have played after him may 
withdraw their cards and substitute others ; 
the cards withdrawn are not liable to be 
called. 

A player playing more than one card in re- 
nouncing in error, who is called upon to play his 
highest or lowest card of the suit, pays the pen- 
alty and may take the exposed cards in hand and 
neither of them is subject to call ; the adversaries 
had choice of penalty to call each and all of the 
cards played as exposed cards or call a suit. A 
call to "play small one" is not equivalent to a call 
to "play your lowest." The term "small one," is 
very vague and undefined at whist ; it certainly 
does not mean smallest. The call of a "small 
one" can be disregarded, i. e., treated as no call. 

77. If a revoke be claimed, and the ac- 
cused player or his partner mix the cards 
before they have been sufficiently examined 
by the adversaries, the revoke is established. 

E 



58 



The mixing of the cards Only renders the 
proof of a revoke difficult, but does not 
prevent the claim, and possible establish- 
ment of the penalty. 

78. A revoke cannot be claimed after the 
cards have been cut for the following deal. 

If the adversary cuts the pack without the 
dealers' consent, i. e., without the dealer present- 
ing the pack to him to cut, it is not too late for 
the dealer to claim a revoke, but it is too late for 
the player who cut and his partner. 

79. The revoking player and his partner 
may, under all circumstances, require the 
hand in which the revoke has been detect- 
ed to be played out. 

80. If a revoke occur, be claimed and 
proved, bets on the odd trick, or on amount 
of score, must be decided by the actual 
state of the latter, after the penalty is paid. 

81. Should the players on both sides sub- 
ject themselves to the penalty of one or 
more revokes, neither can win the game ; 
each is punished at the discretion of his 
adversary. 



59 



In the manner prescribed by Rule 72. See also 
Rule 82. 

82. In whatever way the penalty be en- 
forced, under no circumstances can a player 
win the game by the result of the hand dur- 
ing which he has revoked ; he cannot score 
more than four. Vide Rule 61. 

Calling for New Cards. 

83. Any player (on paying for them) be- 
fore, but not after, the pack be cut for the 
deal, may call for fresh cards. He must 
call for two new packs, of which the dealer 
takes his choice. 

General Rules. 

84. Where a player and his partner have 
an option of exacting from their adversa- 
ries one of two penalties, they should agree 
who is to make the election, but must not 
consult with one another which of the two 
penalties it is advisable to exact ; if they do 
so consult they lose their right ; and if either 



60 



of them, with or without consent of his 

partner, demand a penalty to which he is 

entitled, such decision is final. 

This rule does not apply to a revoke; as to pen- 
alty for that, partners may consult. Rule 84 ap- 
plies to all other cases where an option of penal- 
ties is given. It is a consultation if one player 
asks his partner " Shall we call a suit ? " even if 
the question is not answered. The usual form is, 
" Will you exact the penalty or shall I ? " This 
question does not bring the players within the 
prohibition of the rule. A player, if he can 
gain a special advantage by the enforcement 
of a particular penalty, should not be slow to 
name it. If a suit is to be called, it is generally 
well for fourth hand to call a suit that he may be 
led up to. Rules under which penalties are given 
are 53, 55, 56, 60, 62, 63, 68, 70, 72, 76, 77, 86. 

85. Any one during the play of a trick, 
or after the four cards are played, and be- 
fore, but not after, they are touched for 
the purpose of gathering them together, 
may demand that the cards be placed be- 
fore their respective players. 

A player cannot ask, "What card was led," or 
"what card was trumps?" but may ask, "what 
suit was led?" or "what are trumps?" i &, "what 



61 



suit is trumps?" It is irregular to ask a player 
to place before him the card he played. The cor- 
rect method and rule is, to ask the players each 
to draw the card he played. If a player ask that 
a particular card be placed before its player and 
a wrong card is appropriated, and the player mak- 
ing the illegal demand is thereby misled, he must 
abide the consequences. Cards cannot be required 
to be placed except on proper request. 

86. If any one, prior to his partner play- 
ing, should call attention to the trick — 
either by saying that it is his, or by naming 
his card, or, without being required so to 
do, by drawing it towards him — the adver- 
saries may require opponent's partner to 
play the highest or lowest of the suit then 
led, or to win or lose the trick. 

See Eules 53, 55, 57, 61, 68, 76, and note to 76, 
i. e., the opponent's partner may be required to 
take the trick or not take it. 

87. In all cases where a penalty has been 
incurred, the offender is bound to give rea- 
sonable time for the decision of his adver- 
saries. 



62 



88. If a bystander make any remark 
which calls the attention of a player or 
players to an oversight affecting the score, 
he is liable to be called on, by the players 
only, to pay the stakes and all bets on that 
game or rubber. 

89. A bystander, by agreement among 
the players, may decide any question. 

A statement of fact by either player binds his 
partner. 

Partners may not privately consult in case of 
difficulty. 

90. A card or cards torn or marked 
must either be replaced by agreement, or 
new cards called at the expense of the 
table. 

91. Any player may demand to see the 
last trick turned, and no more. Under no 
circumstances can more than eight cards be 
seen during the play of the hand, viz., the 
four cards on the table which have not 
been turned and quitted, and the last trick 
turned. 



Etiquette of Whist. 



The First ten Paragraphs from Clay's Treatise on Short 
Whist. 

The following 1 rules belong to the Estab- 
lished Etiquette of Whist. They are not 
called laws, as it is difficult, in some cases 
impossible, to apply any penalty for their 
infraction, and the only remedy is to cease 
to play with players who habitually disre- 
gard them : 

Two packs of cards are invariably used 
at Clubs ; if possible this should be adhered 
to. 

Any one having the lead and several 
winning cards to play, should not draw a 
second card out of his hand until his part- 
ner has played to the first trick, such act 
being a distinct intimation that the former 
has played a winning card. 



64 



No intimation whatever, by word or 
gesture, should be given by a player as to 
the state of his hand or of the game. 

The question, "who dealt? 1 ' is irregular, and 
if asked should not be answered. 

A player who desires the cards to be 
placed, or who demands to see the last 
trick, should do it for his own information 
only, and not in order to invite the atten- 
tion of his partner. 

The same rule applies in asking the question, 
" what is the trump suit?" 

No player should object to refer to a 
bystander who professes himself uninter- 
ested in the game, and able to decide any 
disputed question of facts : as to who 
played any particular card ; whether honors 
were claimed though not scored, or vice 
versa, etc. 

It is unfair to revoke purposely; having 
made a revoke, a player is not justified in 
making a second in order to conceal the 
first. 



65 



Until the players have made such bets as they 
wish, bets should not be made with bystanders. 

Bystanders should make no remark, 
neither should they by word or gesture 
give any intimation of the state of the 
game until concluded and scored, nor 
should they walk round the table to look 
at the different hands. 

No one should look over the hand of a player 
against whom he is betting. 

Whenever a player commits an error for which 
a penalty is provided by whist laws, always exact 
it ; by so doing disputes will be avoided ; it is a 
part of your score as much as points made through 
tricks. Mr. Drayson tells us, "to dispute about 
a penalty that ought fairly to be claimed, is an 
indication of an ignorant and litigious disputant." 

A player in playing a game of short whist in 
which honors are scored, and his score standing at 
three, and in playing ten point whist, and his 
score at eight, he holding two honors, may ask his 
partner, " Have you an honor? " 

If a player thinks the game is lost he may at 
any time ask his partner, " shall we throw down 
our hands? " 

An indifferent player, should not force him- 
self into a set of good players, as by so doing he 
demoralizes the character of their game, and brings 
it down to about the standard of his game; and 



66 



if one is a good whist player he should not force 
himself into a full set of indifferent players. In 
either event, if he is desired as a player by either 
set, he will be called. 

Make no expression as "what a poor hand," 
" I can't take a trick," " I can take a given num- 
ber of tricks," &c, &c, but follow subdivision 
four in its broadest sense. 

A player should hold his cards at such an angle 
that no player can see the face of any of them, 
and in dealing, hold the cards in such position 
and deal them out in such way that neither player 
can see the face of any of the cards. 

A player should play his cards with a uni- 
formity of manner, that no inferences can be made 
from an exception. 

An outsider should not, after seeing one or 
more of the hands, make any expression indicat- 
ing the result of the hand. 

Keep an honest score. Avoid quibbles and 
technicalities, and if a dispute arises as to the 
rights of players under the rules of the game, con- 
sider that the winning or losing, of a trick is a 
small matter, while a reasonable and right decision 
is of great importance — possibly it establishes a 
precedent for all time. A player should keep his 
cards well in hand and play them in a gentle 
manly manner and not slam them down on the 
table. 

The partner of the player winning the first trick 
in their favor in the hand, should gather the 
tricks during the play of that hand. 



67 



Exercise a kind forbearance toward jour part- 
ner. Kejoice with moderation at your success, 
keeping in mind that" you and your partner 
probably had the strength of cards to produce the 
result. 

Emulate the best player. One whose equanim- 
ity and courage is not affected by defeats and 
many of them; he is ever cool and plays his 
cards up to the full measure of probabilities. 

Be ever ready to acknowledge an error if you 
have committed one, and at all times and under all 
circumstances be of good temper and develop the 
elements that prove the true gentleman. 



Dunpy, 

Single Dummy is played by three players. 
Four hands are dealt. One hand called dummy 
lies exposed on the table. 

The laws are the same as those of Whist, with 
the following exceptions : 

I. Dummy deals at the commencement of each rubber. 

II. Dummy is not liable to the penalty for a revoke, as his 
adversaries see his cards. Should he revoke and the error 
not be discovered until the trick is turned and quitted, it 
stands good. 

III. Dummy being blind and deaf, his partner is not liable 
to any penalty for an error whence he can gain no advantage. 
Thus, he may expose some, or all of his cards, or may declare 
that he has the game or trick, etc., without incurring any 
penalty; if, however, he lead from Dummy's hand, when 
he should have led from his own, or vice versa, a suit may 
be called from the hand which ought to have led. 

Double-Dummy 

Is played by two players, each having a Dummy 
or exposed hand for his partner. The laws of the 
game do not differ from Dummy Whist, except 
in the following special law. There is no misdeal, 
as the deal is a disadvantage : 



Glossary of Terms Used in the feme of 
Whist, 

Bumper. — Winning two games — i. e., eight points 
— before your adversaries have scored. 

Command of a suit. — Having the best cards of 
that suit. See Establish. 

Conventional signals. — Certain recognized methods 
of playing by which information is afforded 
to your partner as to the state of your hand, 
more especially as to its numerical strength. 

Cnss-ruff. — See See saw. 

Discard. — The card you play when you cannot 
follow suit, and not trump it (if a plain suit). 

Double. — Scoring five before your adversaries 
have scored three. 

Echo. — The Echo means that you have four 
trumps at least. 

Eldest hand. — The player on the dealer's left 
hand. 

Establish. — A suit is said to be established either 
when you have exhausted all the best cards 
in it which were against you, or have the 
power of doing so by playing your com- 
manding cards. See Command. 



70 



False Card. — Playing a card contrary to the con- 
ventional rules of the game with the view of 
deceiving your adversary. 

Finessing. — An endeavor, when second or third 
player, to take a trick with a lower card, 
when a higher, not in sequence with it, is in 
your hand, in the hopes that the intermedi- 
ate card or cards may be with your right- 
hand adversary or your partner. 

Forcing. — Leading a plain-suit card that compels 
j^our adversary or partner to play a trump to 
take the trick. 

Fourchette — The two cards on either side of a 
card led, thus : King and Knave make the 
fourchette to the Queen led ; Queen and ten 
make the fourchette to the Knave ; and so on. 

Game. — Scoring five points. 

Guarded. — A second best card is said to be 
"guarded" if you hold a small card of the 
suit which you can play to the best card. A 
third-best card generally requires a double 
guard. 

Hand. — The thirteen cards held by each player. 

Honors. — Ace, King, Queen, and Knave of 
tramps. 

King card. — The best card left in each suit. 
Thus, if the Ace and King were out, the 
Queen would be the King-card. 



?1 

Lead, The. — The play of first card to a round or 
trick. 

Leader. — The first to play each round. 

Leading through and up to. — If you play first you 
are said to lead through your left-hand 
adversary, and up to your right-hand ad- 
versary. 

Long suit. — One of which you hold originally 
more than three cards. The term is, there- 
fore, indicative of strength in numbers. 

Long trumps. — The last trumps held in one hand. 

Long cards. — The last cards of the suit held in 
one hand. 

Losing card.— A card which will not take a trick 
in its suit. 

Love. — Nothing scored. 

Make. — To make a card means to win a trick with 
it. To make the cards means to shuffle. 

Opening. — The plan on which the game is com- 
menced. 

Partie. — The same players playing two rubbers 
consecutively, or should it be necessary, a 
third rubber, to decide which is the best of 
the three rubbers. 



n 

Penultimate. — The lowest card but one of a suit 
led. It is the conventional signal that you 
hold more than four cards in the suit you 
have thus led. 

Peter, The. — The signal for trumps. 

Plain suits. — Suits not trumps. 

Points — The score made by tricks or honors; 
for each trick after six, one point is scored. 

Quarts. — Sequence of any four cards. 

Quart-major. — The sequence of the four highest 
cards of a suit. 

Quitted. — A trick is said to be quitted when 
the four cards constituting it have been 
gathered up, turned on the table, and left. 

Quint. — Sequence of any five cards. 

Reentry. — Winning a trick at an advanced period 
of the hand, so as to secure you the lead. 

Renounce. — To play a card of another suit than 
that led, holding none of the latter. 

Revoke. — To play a card of another suit though 
holding a card of the suit led. 

Rubber. — Two games won in succession, or two 
out of three games. 

Ruffing. — Trumping a suit. 



73 

Score. — The points marked by coins, counters, or 
otherwise. 

See-saw. — Partners trumping each a suit, and 
leading to each other for that purpose. Also 
called a Cross-ruff. 

Sequence. — Three or more consecutive cards in 
the order of their merit. A sequence of 
three cards is called a tierce, of four a quart, 
of five a quint, and so on. Ace, King, and 
Queen are called tierce-major. An under 
sequence is one at the bottom of the suit. 
An intermediate one neither at the top nor 
at the bottom of the suit. 

Short suit. — A suit of three or less than three 
cards. 

Signal for trumps. — Playing an unnecessarily high 
card, following it by a smaller card of the 
same suit. 

Single, A. — Making game when your adversary 
has scored three or four points. 

Singleton. — One card only in a suit. 

Slam. — Making every trick. 

Strong suit. — One containing more than the 
average number of high cards — in contra- 
distinction to numerical strength or length. 

Tenace. — The best and third best card (in the 
same hand), for the time being, of any suit. 

f 



74 



Tierce. — Sequence of any three cards. 

Tierce-major. — The sequence of the three highest 
cards of a suit. 

Treble. — Scoring five before jour adversary scores 
one. 

Trick, A.~ Four cards played to a round, viz., 
the card led, and the three cards played to it. 

Trump card, The. — The card turned up by the 
dealer. 

Trumps. — Cards of the same suit as that turned 
up by the dealer. 

Under play. — Speaking generally, it means keep- 
ing back best cards, and playing subor- 
dinate ones (not in sequence) instead. It 
differs from finessing in this, that the object 
is not to take the trick with the smaller card, 
but to conceal the possession of the higher 
card or cards, so as to use them more effect- 
ively later. 

Weak suit. — One containing less than the average 
number of high cards, in contradistinction 
to a suit short in number of cards, or length. 



Modem Whist 



While we know not the origin, or the time 
when, it was of the game of Whist, we do know 
that for more than a century it has been 
played and its character improved by degrees, 
from time to time, until it has reached that point, 
as taught by the authors of the day on Modern 
Whist, that it is by far the most scientific game 
of any played. 

It has developed into a perfect and complete 
system, whereby the players who play as part- 
ners combine the strength of their two hands to 
combat and overcome their adversaries. 

The game as played down to the near past, was 
on the system and theory of each hand combat- 
ting the other three; in effect thirteen cards in 
the contest would struggle to overcome thirty - 
nine cards; the player would, by his plays, play 
to destroy the strength of his partner's hand as 
well as the hands of his adversaries. 

To accomplish the combination of the strength 
of partners, that they play their hands as 
one hand of twenty-six cards, necessitates a uni- 
um'form system of plays whereby each player 
communicates to his partner in so far as 
possible, under the rules of the game, the cards 
he holds in each of the four suits. This informa- 
tion is given by the plays of the cards and the 
order thereof. 



76 



As your partner by his original lead, informs 
you that it is his strongest suit, and if that is not 
a trump card, he tells you he has not as many as 
five trumps. Your original lead gives your part- 
ner the same information in both respects, and the 
original lead by each adversary gives the same 
information to his partner. This being so, it be- 
comes very important to you to remember the 
original lead of each of the other three players, 
that you may aid your partner in getting in his 
suit indicated by that lead, and that you may 
unite your forces with }^our partner to prevent 
your adversaries bringing in their suit or suits. 
The player in his original lead leads from that suit 
of which he has numerical strength and with the 
purpose of exhausting all the cards of that suit. 
The cards of the suit then remaining in his 
hand are called long or free cards and now have 
an artificial value; and being led take tricks 
unless trumped. Trumps being exhausted and the 
lead being with the player holding long cards, he 
will bring in as man} 7 tricks as he holds of the 
cards. 

The game of Modern Whist is composed of 
three elements : Probabilities, Skill and Chance. 
The best whist player is the one who measures 
probabilities the most accurately — one who in his 
calculations as to probabilities reaches his conclu- 
sion after giving the stale of the score its proper 
consideration in conjunction with the probabili- 
ties as to location of cards. As you play a dif- 
ferent game, your score being at four points to 



vt 



adversaries' none, than you would if the state of 
the score was reversed. Any unevenness in the 
score effects the character of the plays. Modern 
Whist is probabilities based on the idea of all things 
being equal. 

Chance in the game is in having honors and 
high cards dealt you, particularly so in the games 
in which honors are scored. American Whist is 
largely divested of the element of chance, as in 
that game honors are not scored. The element 
of chance in having high cards dealt you remains 
in that game. 

Skill in the game consists in you and your 
partner so playing the twenty-six cards held by 
you together in such a manner that the value 
of neither card is lost and at the same time in 
such a way that you bring home the last trick 
possible to have won with the cards. While in 
modern whist, tricks are taken by aces, kings 
and commanding cards, yet there is no science in 
that. A novice at the game, holding those cards 
would of course take tricks with them ; he could 
not help doing so if he would. The skillful player 
plays to bring home tricks in plain suits with 
two, three and four spots, — small cards, — as well 
as with his aces, kings and queens of the suits. 

The commencement of the hand presents a 
problem of probabilities, but as the hand pro- 
ceeds, observation of the fall of the cards, infer- 
ences therefrom, memory, judgment, character of 
games played by the players, the game as taught 
by the books, etc., all come in, so that toward 



78 



the end of the hand the players are often pre- 
sented with a problem of almost pure skill. It is 
these ever varying gradations of skill and chance 
that give the game its chief interest as a scientific 
pastime. 

In order that two partners shall play their hands 
to the best advantage, they must strive to play their 
two hands as though they were one. To accom- 
plish this oneness of purpose it is advisable that 
they pursue a uniform system of plays, in 
order that each partner shall understand the 
plans of the other, and know as far as possible 
the strength he has for prosecuting it. 



First Lead and What to Lead, 



Having live or more trumps, lead trumps. As 
a general rule, holding seven or more trumps, lead 
the highest. Holding six with Ace and K at the 
head, lead K, then A; and holding K, Q, and five 
or more others below 10, lead K and return with 
lowest. Holding K, Q, 10 and four or more others, 
lead K and return with lowest. Holding A, Q, 
Kv and two or more, lead A, then Kv. Holding 
A, K, Q, Kv, with or without others (except the 
10) lead Kv ; holding the 10, with the others, 
lead 10. Holding K, Q, Kv, 10, and not more 
than two small cards, lead 10, unless A is turned 
to jour partner, when lead lowest. Holding Q, 
Kv, 10 and two or more low cards, lead Q, then 
10. Holding Kv, 10, 9 and two or more low 
cards, lead Kv, then 9. Holding Q, Kv, 9 and 
three or more low cards, lead Q, then Kv. Hold- 
ing 10, 9, 8 and three or more low cards, lead 10, 
then 9. Of course a play or plays may be changed 
from the above order, a high card being turned 
tramp to partner or adversary. Not holding 
either of the foregoing combinations, you will 
lead from the lowest but one, or the lowest of a 
three card sequence, or the lowest of an under 
sequence. 



80 



Trump Lead from Less than Five. 

Holding great strength in each of the plain 
suits lead trumps, although weak in trumps. 
If you have great strength in two plain suits 
and jour partner has shown strength in the 
other, lead trumps and play a forward game, as 
holding A and 3, play A, then 3. Lead trumps 
if your partner has called for tramps, and in an- 
swering his call you will play a more aggressive 
game than you otherwise would ; as holding A, 
K and 3, you would play K, then A, and follow 
with 3. Lead trumps in return to your partner's 
lead of trumps. You can finesse with more free- 
dom in trumps than in plain suits. Having 
finessed and taken a trick in trumps led by 
your partner, you will return with commanding 
card or cards without regard to the number origi- 
nally held by you. 

2d. Holding a sequence of the highest three, 
return the lowest of the sequence, follow with the 
intermediate card. 

3d. Holding but two after first round, one of 
which is second best, lead that as an assisting 
card. 

4th. Holding three or more small cards after 
the first round, return next to the lowest, that you 
may the next round "echo," i. e. play the lowest, 
and thus inform your partner that you held orig- 
inally at least four of the suit. 

Lead trumps if your partner has refused to 
trump an adversary's certain trick. Lead trumps 



81 



if your game is desperate, although weak in 
trumps and in plain suits. 

You holding the best trump, the others having 
been played except one, and that held by an ad- 
versary, will generally play it. 

1st. When you have an established suit. 

2d. When your partner has an established suit and you 
can give him the lead. 

3d. If the adversary holding the last trump has an estab- 
lished suit. 

If an adversary holds a commanding card 
of a suit with which he might take the lead, 
and then get in with his or his partner's estab- 
lished suit, do not lead your trump card, but lead 
from your established suit and force the trump 
from your adversary, holding up your trump as 
card of reentry. 

Lead trumps if your adversaries have a cross- 
ruff. You. will rarely make a mistake in leading 
trumps when you draw two for one. Lead trumps 
if the fall of the cards indicates quite clearly that 
the adversaries will obtain a double ruff. A player 
by leading trumps assumes the hazards of the 
hands, and it is obligatory on his partner to follow 
up the lead, if he can, until his opponents' trumps 
are exhausted, unless one of them renounces, and 
unless it was apparent that the trump lead was a 
forced lead. 



82 



You Use Your Trumps 

1st. To exhaust your adversaries' trumps and thus prevent 
their trumping your and your partner's high or win- 
ning cards in plain suits. 

2d. To trump the winning cards of your opponents' plain 
suits. Trumps are the kings of the chequer board, 
or the artillery in the military service, powerful to 
break up combinations and scatter forces. 

When either player in his first lead in the hand 
does not lead a trump, he tells his partner that he 
has not as many as five trumps ; the rule to lead 
a trump when holding five or more being so nearly 
imperative and without exception. 

Holding four trumps with ace at the head, or 
king and queen at the head, or a suit with head 
sequence of ace, king, queen and others, and good 
card of reentry in another plain suit, as ace or 
king and a small one, lead trumps, holding up 
ace for third round. Holding four trumps with 
ace at the head or king and queen at the head 
and commanding cards in one plain suit and 
good card of reentry in another plain suit, and 
your partner having shown strength in the other 
plain suit, lead trumps, holding up ace for third 
round. 

Your partner having led trumps you will 
trump more freely than you otherwise would. 

Not holding five or more trumps, and there being 
no special reason why you should lead trumps, 
lead from your 



83 



Strongest Plain Suit. 

Two elements go to make strength in a suit. 

1. Numbers — as three cards of a suit is a weak suit, four 

has strength, while a suit of five or more cards has 
very great numerical strength. 

2. The other element of strength, is high or commanding 

cards. A suit composed of K, Q, Kv, or one com- 
posed of A, K andQ would be strong in high cards, 
yet would be numerically weak. While a suit com- 
posed of either of those three cards with two or more 
of the suit, would be a very strong suit, combining 
both elements of strength. 

Numerical Strength. 

Make your first lead from your suit having 
numerical strength, even if it contains no honor, 
and generally follow-up this lead until the suit is 
established. . 

It is generally best to lead the lowest of your 
strongest suit, unless it combines both elements 
of strength; the intention being for your part- 
ner to play his highest, or finesse, and play a 
lower card, yet one high enough, to hold the 
trick — and so assist in clearing your strongest 
suit. If you hold up the best card of your suit 
you can use it later in the hand to capture other 
high cards of the suit when it is nearly or quite 
established. In all suits of four cards and no 
honor, play your lowest, and in all suits of five or 



84 



more cards without honor, play fourth card in 
value, except if you hold 10, 9, 3, and another, 
play 10. 

Cards of Reentry. 

You will generally hold up your high cards 
in plain suits in which you are numerically weak, 
as well as your trumps for cards of reentry, that you 
may later in the hand bring home the small cards 
of your numerically strong suit. 

As an original lead, never lead from a singleton. 
By that lead the chances are two to one you 
will sacrifice a high card held by your partner, 
unless you lead the ace, and if so, you part 
with it for a small consideration, as the prob 
abilities are, that if you hold it you will 
capture a high card, perhaps king or queen, from 
an adversary, and on his or his partner lead- 
ing the other, you can trump that. You not 
making the lead, the probabilities are that 
later in the hand the suit will be led, and 
that you can get in a trick or two. And, 
above all other reasons, the play is not whist. It 
is entirely at variance with the principles of mod- 
ern whist, and is utterly repugnant to every sound 
whist player. 

Head Sequence. 
Lead the highest of a head sequence. Holding 
queen, knave, ten with another or others, lead 
queen. 

The chance is two to one, that your adversaries hold ace, 
and a like chance that one of them holds king, and yet there 



85 



is an even chance that your partner holds one or the other 
of those cards, and holding either he would hold it up, and 
not cover the queen unless for very special reasons. The 
king being held by second hand, it would be played on queen. 
Your partner holding ace would of course play it, and cap- 
ture the trick, and also thereby establish your suit. You will 
follow this lead with knave, and if originally both ace and 
king of the suit were held by your adversaries, this lead will 
establish your suit. 

There are exceptions to the rule of leading 
from the head of your head sequence. 

1. Holding A, K, Q, with another or others, lead K, then 
Q, and then A. 

2. Holding A, K, Q, Kv, with or without others, lead K, 
then Kv, (the result of the first trick informs your partner 
that you hold A, he keeping that in mind, would know that 
you must have Q, or you would not have led Kv, i. e. , that 
you would not have given a certainty — a lead from the A, 
for an uncertainty, a lead from Kv.) 

3. Holding K, Q, Kv, 10 with another or others, lead 10. 

4. Holding K, Q, Kv. and more than one small one, lead 
Kv. 

With strong sequence in your strongest suit it 
is best to lead first one of the sequence cards as 
indicated, that the adversaries may not win the 
trick with a small card, and for the further reason, 
that you may establish your suit as soon as possible. 

Lead From Plain Suit of Four Cards. 

Having no plain suit of more than four cards, 
}ead from your strongest plain suit of four cards. 



86 



A suit of small cards headed by queen and 
knave, is a better suit to lead from than a suit of 
three small cards headed by king. You may 
hold tenace in two suits, king and two small 
cards in third suit, and three small trumps, in 
which case you would adhere to the rule and open 
the tenace suit, composed of four cards. When 
forced to lead from a weak suit, lead highest of a 
sequence. 

Call for Trumps. 

Either player desiring trumps led, communi- 
cates his wish in that respect to his partner by 
pla} r ing in a plain suit an unnecessarily high 
card. High card as here used does not mean a high 
card in the general acceptation of the term, but 
that he shall play a higher card than his lowest 
of the suit. This play is the commencement of the 
call. The next opportunity he has to play he 
plays a lower card of the suit than he previous- 
ly played, this completes the call for trumps. 

This lower card may be played on suit of its 
kind or either of the other plain suits. In either 
event it completes a call for trumps. This makes 
it very important for each player to notice and 
remember the first card played by each player 
of a suit, and equally so the second card he plays 
of the same suit. It may be said that the rule is 
nearly universal — play lowest : a player deviat- 
ing from this rule calls for trumps, even though 
he may before have had the lead and did not 



87 



then lead trumps. The call is made through a 
plain suit. 

An adversary leading trumps, which you are 
satisfied is a forced lead, you being strong in 
trumps and having a well established suit and a 
good card of reentry in another plain suit, will play 
next to your lowest trump and the next round 
your lowest as a call for trumps and not as an 
"ec/zo." The rule being not to echo when adver- 
sary is leading trumps. 

The "Echo." 

The " echo " is generally made in trumps. Your 
partner having called for or led trumps and you 
holding four or more, wish to communicate that 
fact to him, that he may not run them after the 
adversary's trumps are exhausted. 

The "echo" in trumps is the counter part of 
the call for trumps as made in plain suits. You 
make the "echo" by playing to your partner's 
first round of trumps a card higher than your 
lowest, (as in the call for trumps an unnecessa- 
rily high card,) this is the commencement of the 
echo ; the next round play lowest. This com- 
pletes the " echo," and by it you have informed 
your partner that you held originally at least four 
trumps. And if the first trump lead is not fol- 
lowed up and you are enabled to trump a plain 
suit by a lower trump than you first played, 
you thereby complete the "echo." These 
plays show t na ^ 7 oa jfl urst round in trumps 



88 



played a higher card than was necessary. The 
" echo " means that you held originally four or 
more trumps. 

The "Echo" in Plain Suits. 

Your partner having signalled for trumps, or hav- 
ing led trumps, and the trick having been taken 
by an adversary who follows with plain suit, of 
which you hold say three small cards, you will play 
the highest of the three; the next round of the 
suit, you play the higher of the remaining two, 
by this you have completed the "echo" and in 
formed your partner that you held as many as 
four trumps ; the third round of the suit play the 
lowest, by this play you inform your partner that 
you held as many as five trumps. Holding 
but two small cards of the suit, you would play 
the higher first round, next round the lower, and 
give your partner the information that you held 
at least four trumps. By the " echo " in a plain 
suit you may avoid a sacrifice of high trump card, 
to make it in trumps. The echo in trumps can be 
made in the same way as the echo in plain suits ; 
the player thereby informing his partner that he 
holds as many as five trumps. 

Don't "echo" if adversary is leading trumps. 

Ace is Led From 

Suits following as indicated, to wit: 
A, and four or more small cards. 
A, Q, Kv with or without others, and follow with Q. 
A, K and others when the leader has trumped a suit. 
A, K, only as a forced lead. 



89 



A, Q, Kv, and one below the 10. 
A, Q, Kv, and no more* 

A, Q, Kv, and two others below the 10, follow with Kv. 
A, Q, Kv, 10, follow with 10. 

A, Q, Kv, 10, 9, with or without others, follow with 9. 

A, Q, 10, 9, and one or more others below the 8, follow 
with 9, holding the 8; lead that second round. 

A, Kv, 10, 9 and one or more others. 

A, and one or two small cards only as a forced lead. 

Holding ace, and four or more small cards, and being 
strong in trumps, play low card. 

King is Led From 

A, King, Q, Kv, with or without others. 
A, King, Q, with or without others. 
A, King, Kv, with or without others. 
King, Q, but not with 10, nor with Kv, with two or more 
others. 

First, K, is only led as a forced lead from A, K, and one 
other, and K, Q, and one other, and also from K and one 
other. 

A, K, Kv, with or without, and then change suit. 
A, K, Q, and one or more others below Kv; this is 
followed by Q. 

K, Q, and two or more others not including Kv. 

A Queen is Led From 

Q, Kv, 10, with or without others. 
Q, Kv, 9, with three or more others. 
Q, Kv, and one other. 

A lead from Q, and two others below the Kv, and from Q 
and one other, are forced leads. 

Gr 



90 



Knave is Led From 

K, Q, Kv, and two or more below the 10. 
Kv, 10, 9, with or without others. 
Kv, 10, and low one. 

Kv, A, Q, you having played K first round. 

Ten is Led From 

K, Q, Kv, 10, with or without others. 

K, Kv, 10, with or without others. 

A, Q, Kv, you having led K first round. 

Nine is Led From 

A, Q, 10, 9, without others. 
A, Kv, 10, 9. 

K, Kv, 10, 9, with or without others below the 8; holding 
the 8, lead that. 

A low card is led from a suit of four which may contain 
A and Q, or K with Kv, or Q with Kv, or only one honor, or 
no honor. 

The first lead by each player is from his 
strongest suit. His secnod lead possibly, and 
his third lead probably, is a forced lead. 

Underplaying. 

Holding up ace or commanding card second 
round is hazardous and should not be done, ex- 
cept for special reasons. 

1. Being very strong in trumps. 

2. The fall of the cards at previous round might justify 

it. 



91 



3. Holding.cards only of the suit led, and the only trump 
or trumps unplayed, it might be policy to underplay until 
you get command of the suit. 

If your hand is altogether weak, play not to 
injure your partner's hand, and in as far as possi- 
ble to hide the character of your hand from your 
adversaries, that they may not center their forces 
on your partner. 

Play to the Score. 

1. Play to save the game— (that being assured — ) 

2. Play to win the game. 

3. Don't speculate with the game to see how many tricks 
you can take, but if you want only one trick to save th e 
game, take it as early as you can. 

Trump Lead From Four and Less. 

The trump lead from four is substantially the 
same as from five. The following are exceptions : 

1. From A, Q, Kv, and one other below 10, lead A, then 
Q; both winning, lead lowest. 

2. From K, Q, Kv, and one below 10, lead K, then Q; 
both winning, lead lowest. 

3. From Q, Kv, 10, and one below nine, lead Q, then Kv. 

4. From Kv, 10, 9, and one below 8, leadKv, then 10. 

Generally lead your lowest trump from hand of 
three trumps, and your highest from hand of two. 

Do not force your partner when you are weak 
in trumps. Exceptions : 

1. If he has shown a desire to trump. (This may be from 
his holding an extremely long hand in trumps and no suit.and 



92 



you not having indicated one, or from his being very weak 
in trumps ) 

2. When your adversaries are running or have called for 
trumps. 

Do not lead up to a tenace, t i. e., the highest and 
the third highest cards of the suit held by }^our 
right hand adversary. 

Holding no suit, and your partner not having 
indicated one, lead the suit your left hand ad- 
versary has shown strength in and in which your 
right hand adversary has shown weakness. This 
is called leading through the strong and up to the 
weak. By this lead you are not liable to injure 
your partner's hand, and yet, you are establish- 
ing your adversary's suit. 

Holding ace, queen and one small card of your 
partner's suit, finesse with queen first round ; when 
you return the lead play ace. 

Holding originally but three cards of your 
partner's suit, when you return the lead, play the 
higher of the remaining two cards. You play 
this card to strengthen and protect his suit, as, if 
he does not hold the highest card of the suit at 
second round, you by the play get that card out 
of his way. You playing second best and he hold- 
ing the highest card of the suit, he would hold it 

uP- 
Holding originally four or more cards of your 

partner's suit, when you return his lead, lead 

lowest, unless you hold the commanding card of 

the suit ; if so, when you return the suit, play that 

card. This rule holds good in trumps as well 



93 



as in plain suits. If you originally held Kv, 10 
and two small cards, and your partner held K, 
which was taken by A, when you return the lead 
play Kv, as your partner either led from K or Q 
and a small one, or K and a small one. 

When you have led a strengthening card and 
it held the trick, follow up the lead, as it is quite 
evident that your partner holds the commanding 
card and that the intermediate card is held by 
your left hand adversary. 

Exception. — If the fall of the cards indicate 
that your right hand adversary would trump third 
round. 

Holding no suit, you would, as a rule, do well 
to return your partner's suit and in a way to best 
aid him in establishing it. 

Holding but one card of a suit that has run 
but once, and being weak in trumps, play that 
card, so that vou may trump that suit when next 
led. 

Play Out Commanding Card of Part- 
ner's Suit. 

Play out the commanding card of your part- 
ner's suit, that you may get out of his way and 
thus enable him to bring in his suit. 

His first lead having been made from this suit, 
the probabilities are that he led from his longest 
suit ; you will, therefore, holding the winning 
cards of the suit, play them out so that you may 
not obstruct him in bringing in his long cards of 



94 



the suit, i e., if you hold up the commanding card 
of your partner's suit you might be compelled to 
play that card later in the hand and take the lead 
from your partner and not be able to return or 
give him the lead so that he could bring in his 
other long cards of the suit. 

Hold Up Commanding Card of Adver- 
saries' Suit. 

If your hand is altogether weak, the best you 
can do is to so play as least likely to injure your 
partner's hand and to give him such aid as you 
can by playing strengthening cards. 

Your partner leading ten first round and no 
honor having been played on it, and you holding 
no honor except ace, you may infer that your part 
ner led from K, Q, Kv, 10, with or without others ; 
you should therefore play ace, and get out of his 
way. 

You should generally trump a doubtful trick, 
although strong in trumps, if the lead come as an 
intentional force from your partner, as by it he 
indicates to you that he is strong in trumps. You 
may reach your partner's intent by the fall of a 
card previously played. As for instance, you had 
played queen and knave to king and ace, this fol- 
lowed by your partner's playing a small card of 
the suit, would clearly indicate his wish for you 
to trump the trick. This play being made late 
in the hand, and the score being 4 to 4, would 
indicate that your partner wanted you to play 



95 



your highest tramp to the trick, and this espec- 
ially so if the indications were that the command- 
ing card was in the hand of your left hand adver- 
sary. You might infer from the play that your 
partner held second highest trump unguarded. 

Hesitate about trumping an intentional force 
from your partner if you are long in trumps, and 
hold a good and well established plain suit. 

When to Force Your Partner. 

If yon are strong in trumps, force your partner. 
If your partner has indicated a suit and you hold 
no suit, your policy should be to aid him at once 
in establishing his suit, and, to do so, you will 
lead your highest cards of his suit. A player 
holding five or more trumps, will generally, if 
forced, take with fourth best card if he can, with- 
out sacrificing a high card, that he may echo next 
round. 

Generally Follow Up Your Lead un- 
til Your Suit is Established. 

Holding four trumps, you should generally fol- 
low up the lead of your suit until it is established, 
and at the same time hold up a commanding card 
in another plain suit as a card of reentry, and as 
soon as your suit is established you will exhaust 
the trumps ; then, if need be, catch the lead with 
your card of reentry, that you may bring in the 
remaining tricks through your established suit. 



96 



Holding a very poor hand and your score des- 
perate, lead trumps. This lead is made on the 
theory that your game is lost unless your partner 
has strength to save it. By this play the forces 
are at once brought into conflict and without cost- 
ing your partner an extra trump to get the lead. 
If he has strength he may save the game ; if he 
has not, the game would be lost by any lead. 

Being forced to lead from a suit of two, lead 
highest unless your highest is ace, then lead 
lowest. 

Eeturn your partner's lead in plain suit at once, 
if you bold but one more, and are weak in trumps 
and do not hold a good plain suit. 

1. Be cautious of this lead if you took the trick cheaply. 

2. Consider whether it was not a forced lead by your 
partner. 

In leading a small card from a plain suit of 
five or more cards, play the fourth card in value 
of the suit — this is called the penultimate play. 
When the card or cards held below the original 
card led are played, the leader has informed his 
partuer how many cards of the suit he held at 
first. 

Discarding. 

Discard from your weakest suit. 

Exception. — In case your adversaries have de- 
clared great strength in trumps, as by leading 
them or , calling for them, let your first discard be 
from your strongest suit 



97 



So discard that you keep your honors guarded. 
It is better to blank an ace than un guard king or 
queen. If your partner has shown weakness in 
all the suits, you are at liberty to play your cards 
in any way whereby you may get the most tricks. 
If the play then should be at your left hand 
player, you might induce him to lead up to your 
tenace by discarding from that suit. Holding 
only best and second best, discard the best. 

Holding the complete and entire command of 
a plain suit and desiring it led by your partner, 
discard the highest card of this suit. 

False Card. 

Do not play a false card, as playing knave 
when you hold ten ; by such a play you deceive 
your partner ; he can but interpret it as a call for 
trumps. Exceptions : 

1. If adversary is trumping a suit of which you are 
strong, you may sometimes stop a ruff by playing highest 
card of the suit. 

2. If your partner has an utterly worthless hand, deceiv- 
ing him goes for naught, and if you can gain a trick by de- 
ceiving your adversaries, it is your game. 

Avoid changing suits. Having won cheaply 
your partner's first lead of a suit, be cautious in 
returning it, unless you finessed and hold the 
commanding card. If so, when you return the 
lead, lead the commanding card. If you hold 
originally the highest three cards of the suit, the 



98 



probabilities are that an adversary will trump it 
third round. 

Having taken the first round cheaply and not 
holding the high cards of the suit, you know they 
lie with your partner or your right hand adver- 
sary ; the latter may be holding up ace, queen, 
to capture your partner's king, knave. 

Hold Up a Card of Reentry. 

It is a great advantage to hold up a high card 
of a plain suit as a card of reentry, to enable you 
to get the lead as the hand approaches the close, 
to bring in your or your partner's established 
suit. 

Exceptional Plays. 
Avoid making them. 

By an exceptional play you deceive your 
partner. 

Second Hand. 

The plays of this hand require as much 
judgment and sound discretion as 'the plays of 
either of the other hands. 
The rule is to play low second hand. 
1. This being the first lead of the player in the hand and 
the first lead of the suit, you will at once infer that it is your 
right hand adversary's strongest suit. We have already 
stated, hold up the commanding card of your adversaries' 
suit, so a low card being led you will play your lowest, the 
chances being equal that your partner, fourth hand, holds 



99 



a higher card than third hand, and that your partner will 
capture the trick. 

2. The third hand having shown weakness in the suit, and 
your partner having captured the trick and you having held 
up ace and another honor, you now have the leader at great 
disadvantage in the suit. 

1st. You know the leader did not hold originally king and 
queen. 

2d. You know that third hand has, in all probability, 
played his highest card ; you know he does not hold king. 

3d. Fourth hand not now holding a suit that he desires to 
open, will follow up this suit with a low card, when you can 
finesse, holding up the commanding card of the suit, know- 
ing that the strength of the suit is with you and your right 
hand adversary. If so be that your right hand opponent 
holds the commanding card of the suit, he must play it 
second round and leave you with commanding card of his 
suit, or, if he held king and you ace and he should play 
king, you would of course cover it with ace ; if he plays low 
you would hold up ace if you could play a higher card than 
third hand played first round. If an honor is led, as a gen- 
eral thing cover it; as knave led, generally play queen 
whether you are long or short of the suit, but do not cover 
knave with ace. 

1st. You may cover knave with ace being very long in the 
suit and very weak in trumps. 

Holding a sequence of high cards, play the lowest 
of the sequence. 

1st. You may thereby force the highest card from third 
hand. 

2d. You may thereby save your partner the necessity of 
playing the commanding card of the suit, and your partner 



100 



should be extremely cautious and not interpret this play as 
a call for trumps. If you should hold the trick, of course 
he would not regard the play as a call ; if he is not a skill- 
ful player, you could, second round of the suit, throw inter- 
mediate card and hold up lowest. 

3d. If you are weak in trumps and have not confidence in 
your partner, you had better hold up your sequence cards 
and adhere to the rule and play lowest. 

Holding the commanding card of the suit, you 
will generally play it second round, unless 
third hand showed weakness at previous lead 
and your partner captured the trick with a small 
card. 

1. If you have great strength of trumps, you may hold 
up ace second round. 

2. You would hold up ace second round if you were satis- 
fied from indications of previous play that third hand will 
trump the trick. 

3. Trumps being exhausted and your right hand opponent 
then opening a suit of which it is apparent that you and 
he hold the cards of that suit, you will hold up the high 
cards of the suit that you may ultimately get the command 
of the suit, neither you nor your partner holding any other 
suit- 
Holding ace, queen, with not more than two 

small cards, play lowest. 

Holding ace, king, with or without others, play 
king in plain suits, and also in trumps holding 
four or more small trumps. 

Holding ace, king, ten and two small cards, 
knave or queen turned as trump to the leader 



101 



and nine led, play ten. If the queen or knave 
was turned as trump to your left hand adversary, 
play king and follow with ace. If the queen or 
knave was turned trump to your partner, play 
lowest. 

Holding ace, king, knave, with or without 
others, play king, and if the lead be trumps and 
you hold five, play king. Holding less than five 
trumps, play your lowest, unless for special rea- 
sons, as having a very strong plain suit and com- 
manding and very high card or cards in all the 
plain suits, and you wish to follow up the trump 
lead. 

1. If you should play knave, the probabilities are you 
would hold the trick and you would then have the rounds 
with ace and king. 

2. You could now, if not holding the highest trump, run 
your strong suit and force a trump from your right hand 
adversary; you still holding card or cards of reentry in 
your other suit or suits. 

Holding but two Cards in a Suit. 

Adhere to the rule and play second hand low. 

1. If your adversary has exhausted trumps, and you have 
a suit established, and he then opens a suit by playing a low 
card of which you hold only high honor, as king and a small 
card, play king. 

2. The chances are even between third hand and your 
partner as to holding ace, and under the circumstances 
the probabilities are three to five that it is not held by third 
hand. Of course, you fail if ace is held third hand, but if 



102 



held by your partner or the leader, you secure the trick and 
are enabled to bring in your established suit. 

Holding Q, Kv and a small card, play Kv in 
plain suits as well as in trumps. This play in a 
plain suit should not be regarded as a call for 
trumps. 

If a strengthening card is played second round, 
it is generally best for you to cover it if you^ can, 
and hold up second ; as if ten is led and king 
or ace took first trick, and you hold, second round, 
queen and knave, with another or others, play 
knave ; cover the ten with knave. 

If you are led through the second round of a 
suit, you should generally play commanding card. 

i. If by the fall of the cards the first round of the suit 
you are satisfied that the second best card now out of the suit 
is with your right hand adversary, and you hold first and 
third best, play the latter; this holding the trick and you are 
led through again, play the best. 

Be cautious in interpreting a strengthening 
card played by your partner as a call for trumps. 

Holding a sequence of suit led, with or without 
others, headed as high as queen, play lowest 
of sequence, a higher card not being led. 

An honor, led, you will generally cover it if 
from your short suit. If from your strongest 
suit you will play low, unless king is led and you 
hold ace, when put it on — except you are very 
strong in trumps, when you can play low first 
round — or cover Kv with Q, holding up A. 

Holding A, K, Q, with or without others, play Q. 
Holding A and K, with or without others, play K. 



loa 

Holding A, K, Kv, with or without others, play K. 
Holding A, Q, 10, with or without others, play 10. 
Holding A, Q, and low one or more, play low card. 
Holding A and Q only, play Q. 

Your adversaries' tramps being exhausted, and 
your partner having the lead, and you holding 
the complete command of a suit, and not being 
able to follow suit in the suit led, will play 
the highest card of your strong suit, and 
by this play inform your partner that you still 
hold the commanding cards of that suit. Signal 
for trumps, holding five or more. Your partner 
leading trumps, and you holding four or more, 
"echo." 

You require greater strength in trumps to 
justify a call, than you do to lead them. You 
would lead trumps from five small trumps — 
while to call for trumps you should hold 
at least four, including two high honors, or five 
with an honor, together with two strong plain 
suits, and a protecting card in the other plain suit. 

Being strong in trumps, do not trump a doubt- 
ful trick. Being very strong in trumps, but not 
holding more than five, and holding an estab- 
lished suit, with a good card of reentry in another 
suit, you may pass a certain trick, as your discard 
may commence or finish your signal for trumps. 
Holding not more than three trumps, trump freely 
unless they are commanding trumps. Holding 
good plain suits do not trump a doubtful trick 
unless very weak in trumps. 



104 



Playing Trumps Second Hand. 

Generally play trumps second hand according 
to the directions given for playing plain suits 
second hand. A low card being led, play your 
lowest. Exceptions: 

1. Holding A, K, Q, with or without others, play Q. 

2. Holding A, K, Ky, with or without others, play K. 

3. Holding two honors and 10, with or without others, 
play 10. 

4. Holding Q, Ky, and only one small card, play Ky. 

5. Holding Ky, 10 and only one other, play 10. 

6. Holding 10, 9 and only one other, play 9. 

7. Holding Q and only one small and Ky, or 10 led, play Q. 

8. Holding K and only a small card, play K. 

9. Being very strong in trumps, it is generally policy to 
play low that you may get the complete command of the 
suit and it is always policy for you to hold the command of 
trumps as long as possible. If your partner has shown 
strength in trumps, you will generally play to saYe his 
trumps as much as possible, you being long in trumps. 
Always so play if you are short in trumps. 

Plays of Third Hand. 

The general rule is third hand play high. 
This being the first lead in the hand made by your 
partner, and the first time the suit has been led 
in the hand, it is presumably his numerically 
strongest suit. Third hand is called upon to 
take what tricks he can in the suit and to play 
his cards in a way most conducive to the estab- 



105 



lishment of his partner's suit. When third hand 
should deviate from the rule, and finesse, and what 
on and what with, presents cases many times in- 
volving the highest elements of whist science. 
The state of the score, number of trumps the 
player holds, and other considerations, influence 
the player in his play. 

A low card being led, third hand will play 
high enough to take the trick, and 

1. Holding A, K. C^. with or without others, play Q. 

2. Holding A, K. with one or more small cards, play K. 

3. Holding A. Q, with one or more small cards, play Q. 

4. Holding A. with one or more small cards, play A. 

5. Holding K. Q. Kv. with one or more small cards, play 
Kv. 

6. Holding K. with one or more small cards, play Q. 

7. Holding K. Kv. with one or more small cards, play Kv. 

8. Holding K. with one or more small cards, play K. 

1). Holding Q. Kv. 10, with one or more small cards, play 
10. 

10. Holding Kv. with one or more small cards, play 
Kv. 

11. Holding with one or more small cards, play Q. 

Holding other cards and the trick against him, 
he will play, if he can, a higher card. J The 
third hand always plays the lowest of a high 
sequence, unless the card led is next in rank with 
the lowest card of the sequence: in that event 
he should play lowest. 

King led, play lowest, 
n 



106 



Queen led, hold up ace unless only one trick 
is needed to make the game. 

Knave led, holding ace, king and others, play 
king, unless very strong in trumps and strong in 
the other plain suits. 

Ten led, holding ace and no other honor, play 
ace. 

Holding ace, king, knave, with or without 
others, play king. 

If very long in your partner's long suit you will 
be very cautious in finessing in the suit, as one of 
.your adversaries may trump it second round. 

If you held originally four or more cards of 
your partner's suit, when you return the lead to 
him, play your lowest card of the suit, unless you 
hold the commanding card ; if so, play that. This 
rule is applicable to trumps as well as plain suits. 

Signal for trumps if }^ou want trumps led, and 
of course you will lead trumps if your partner 
has signalled for them ; and holding four or more 
of them you will, inform him thereof by the 
" echo." 

You will not "echo " if the adversary is lead- 
ing trumps. 

Note. — If you are very long in trumps and are 
satisfied that the adversary made a forced lead in 
trumps and is weak in them, and you have a well 
established plain suit and good card of reentry in 
another suit, or if you are weak in trumps but 
very strong, holding the commanding cards in 
each plain suit, you may, not as an " echo,'' but as 
the commencement of a call for trumps, play next 



107 



to the lowest of the suit, that the next round you 
may complete the call. Hold up turned up card 
as long as possible ; as long as you hold that card 
your partner knows you hold at least one trump and 
its value. If your adversaries have shown strength 
in trumps play it, if you can without sacrifice ; 
you may thereby stop your adversaries running- 
trumps to draw that card. If you and you r 
partners hold all the trumps unplayed and neither 
has a suit, you may do well to lead from a single- 
ton, that your trumps may not fall together. 

Force your adversary if he is long in trumps. 

You may force your partner if he is weak in 
trumps and has shown a desire to trump. 

Play out the commanding card of your partner s 
suit and hold up a small card of the suit to enable 
you to lead up the suit to him. 

Hold as long as possible the commanding card 
of your adversary's suit. 

In second round of a suit, the ace not having 
been played or led, you may well infer it is at 
your left. You will play to draw it, and yet, to 
save the command of the suit. Not holding third 
best, you may judge, your partner having led the 
suit, holds it, and you will therefore play second 
best to draw the highest card of the suit. 

But, if you are satisfied it was a forced lead by 
your partner, and you hold fourth best, play that, 
as if third best is on your right, you force out the 
highest card of the suit, and are left with the 
commanding card of that suit. Of course, if your 
left hand adversary has shown weakness in the 



108 



suit you will finesse, on the probabilities that the 
ace was held up on your right; but possibly it 
may have been held up" by your left hand adver- 
sary as a card of reentry, and if so, you want to 
play a card high enough to draw it. 

Third Hand Discarding. 

Discard from your weakest suit. Exceptions : 

1. If your adversaries are running or have called for 
trumps, let your first discard be the lowest card of your 
strongest suit, unless you hold at least the highest four cards 
in a plain suit ; then throw highest of that suit. 

2. Two plain suits having been played, and you holding 
tenace in the other plain suit, although weak or very long 
in trumps, you can hold up trump to a doubtful trick, that 
tenace suit may be led up to you in case your partner does 
not capture the trick. 

8. Not holding tenace under the circumstances stated in 
the last paragraph, but holding six or more trumps, or being 
weak in trumps, trump a doubtful trick. Holding six or 
more trumps originally, then lead a trump. You discard 
generally in third hand the same as in second hand. 

The Plays of Third Hand jn Trumps. 

The plays of third hand in trumps are about 
the same ;is the directions given for the plays of 
third hand in plain suits. 

Generally play so high that you think the prob- 
ablities are you will hold the trick, and yet you 
will finesse more freely than in plain suits. 



109 



Strength in trumps is only captured by higher 
strength of its own suit, while high cards of each 
plain suit are captured by. higher cards of its kind 
as well as by the smallest of trumps. 

Signal for trumps if holding five or more, and 
good plain suits, or if your partner has indicated 
strength in plain suits, or great strength in one 
plain suit and you hold good card of reentry in 
another plain suit, and one card or more of your 
partner's strong suit, with which you can give 
him the lead. If }'our partner has commenced 
running trumps and you hold four or more, you 
will " echo." 

Play lowest of a high sequence, unless your 
partner has led card next in rank to that, then 
play lowest card. 

Holding ace, queen, with or without others, 
play queen, return ace. Being strong in trumps 
you will not trump a doubtful trick. 

Holding five trumps you will not generally 
trump a certain trick if you hold a well established 
suit, or a long suit with complete commanding 
strength, but holding six or more trumps, you 
might trump a certain trick if you hold also a 
strong plain suit. Being very weak in trumps, 
trump even a doubtful trick. 

Being strong in trumps, trump a trick when 
your partner played the suit with the intention 
of forcing you, as he would not make this play 
unless he was strong in trumps ; but be considerate 
in interpreting this lead, whether your partner 
made the lead to force you or to throw the next 



no 



lead to your left hand adversary, that he might 
be compelled to lead up to you. If you hold 
second best trump guarded and need but one 
trick to save the game, of course you will not 
trump the trick, your partner holding it when it 
passed you. You would hold your guard. 

Do not trump partner's king, first lead of 
suit. 

1st. If your partner leads trumps and your right hand 
adversary renounces, and you hold second card and two 
small trumps and need but one trick to save the game, play 
your lowest, that your left hand adversary may take the 
trick and lead up to your second, guarded. 

2d. If your game is in that condition that you can only 
sa ve it by the hazaTd incidental to finessing, you will fi?iesse. 

3d. If your game is certain, played one way, of course 
you will always play that way and avoid any hazard. Play 
to the score and to win the game and not to demonstrate 
how many tricks you can take beyond those needed to win 
the game. Taking an unnecessary hazard is never good 
playing. 

Trumps being played except two, and you hold- 
ing the higher and an adversary the other, you 
generally do well to take it. 

Trumps being plaj^ed except three, you hold- 
ing the highest, and one adversary the other two, 
and you holding a strong established suit and 
good cards of reentry in another plain suit that 
has not been played in the hand, it is frequently 
good policy to run your strong suit and force one 
trump, then getting the lead by your card of 



Ill 



ree'etry you will capture the remaining trump, 
and then be enabled to follow up your suit. 

Do not play the only trump on second round 
of adversary's strong suit. Hold up, to give 
your partner a chance to get in on that suit if he 
can. 

The Plays of Fourth Hand. 

The player of fourth hand wins the trick (if 
held by an adversary) if he can, and with the 
lowest card held by him, that will take the trick. 

Not being able to take the trick, but holding 
five or more trumps, fourth hand will commence 
a call for trumps. 

Fourth hand, by playing a high card, and then 
leading a lower, informs his partner that he holds 
the intermediate cards of the suit. 

1. Fourth hand sometimes may refuse to take a trick, 
holding best card of suit, preferring to wait for a suit of 
which he holds tenace to be led up to him ; or preferring 
that the suit may be led again and he then get the command 
of the suit 

2. Again, fourth hand may refuse to win a trick if thereby 
he would be compelled to part with his only card of reentry . 

Fourth hand may sometimes throw a high card 
and take his partner's trick to get out of the way 
of his partner's strong suit, or to lead up to weak 
fourth hand. 

If you are very strong in all the suits and 
trumps are led by your adversaries, and you de- 
sire them out, you might hold up a commanding 



112 



trump card, or even two of them, that the lead 
might be continued and you keeping in hand the 
command of subsequent lead or leads of the suit, 
thereby gain a further round or rounds in 
trumps for the protection of your or your part- 
ner's plain suit or suits. 

Coups. 

The Coups are strokes of genius. They are 
plays not within the general code ; but rather they 
set it at defiance. 

The opportunity to play a coup is presented 
under various conditions of the hands, and it is 
only a close observant and good whist player who 
knows when the time to play it has occurred, and 
knows it in time to take advantage of it. 

To illustrate : You are playing a hand of 
which hearts are trumps, nine tricks played. 
Trumps were led two rounds. Your left hand 
adversary renounced second round. After this 
round you know there are six trumps unplayed, 
of which you hold 10, 5, and 3 spots. Hav- 
ing kept in mind the cards that have been 
played you know that the 8, 7, and 4 spots are 
held by your partner, or your right hand adver- 
sary, or that they are divided between them. 
You also hold 2 spot of diamonds. The lead is 
with your left hand adversary who leads the 
highest club ; your partner plays thereon the 7 
of trumps and holds the trick. By this play he 
informed you that he does not hold the 4 
spot of trumps, (the rule being to play lowest) and 



113 



from the fall of the card you know your partner 
holds the highest unplayed diamond; if you throw 
to this trick your low diamond you would hold all 
trumps and would have to trump next trick and 
then lead up to your right hand adversary, while if 
you play your 3 spot of trumps you leave the 
lead with your partner, who would now lead his 
highest diamond ; holding this trick you secure 
the four tricks, even though the 8 and 4 spot of 
trumps were held by your right hand adversary, 
as your 10 and 5 spots would cover his 8 and 4 
spots. 

Again. Nine tricks having been played and 
trumps having run until four are unplayed, Kv 
and 8 spot, 10 and 7 spots, and of which you hold 
the two former, and by the fall of the cards know 
the latter are held by your right hand adversary. 
In one plain suit you hold commanding card, in 
another suit a free or thirteenth card From the 
fall of the cards you know your partner holds 
second best of the suit of which you hold com- 
manding card. 

The lead now being with your left hand adver- 
sary, and he leading of the suit of which you hold 
none, and this being held by your partner, you 
would play the high card held by you in plain 
suit; this would secure to you the remaining 
three tricks. As your partner next leading the 
highest card of the suit of which you. threw high, 
it would hold the trick, unless it was trumped by 
your right hand adversary, then your Kv and 8 
spot would capture the 10 and 7, and your free 
card would then be good for a trick. 



114 



You play a coup in playing a low card to throw 
the lead to your right hand adversary, to compel 
him to lead another suit up to your partner, you 
having none of the other suit in which you know 
your partner has strength. 

Some Suggestions as to the Game. 

Play to protect and aid your partner's hand. 
You know the composition of your own hand 
and have assurance from his cards played, and 
the time and order thereof, what cards he prob- 
ably holds. 

Kem ember that life is short, for one even apt 
at games, to learn to play modern whist by his 
sole observation and study. He may become a 
fair player. His plays are of do special signifi- 
cance. His game is main force and utterly de- 
void of science. It is thirteen cards combating 
thirty- nine, while the game as laid down in the 
books is strategical and scientific, and embodies 
the wisdom and judgment of whist sages acquired 
after long, acute and sound investigation. They 
have established a perfect system, a universal 
code of plays, each play having a meaning. 
Play as they suggest, study to know why you 
thus play. If you do not know the reason 
why, follow up your study in the premises, 
until you do, and thus follow up the study 
until you know the reason for each lead 
and play directed to be made by each player. 
Having reached this point yon are a scienti6c 



115 



and safe whist player, and may sit down to a 
table with the best of players and with the confi- 
dence that you will not make a bad play unless 
by mistake. Having reached this point in the 
game you will realize there are exceptions to the 
rules of playing cards as laid down in this sys- 
tem. When you are keen to discover by the fall 
of the cards or other developments made in the 
plays of the hands, and take into consideration 
the cards held by yourself, and know when an ex- 
ception has occurred, you would then promptly 
dash out and make your coup in disregard of any 
whist rule or rules to the contrary notwithstand- 
ing. When you play the game up to this stand- 
ard, you may be called a skillful player. 

Learn to play your cards for their full value. 
He is a genius in the game who plays a succession 
of very good hands or very poor hands up to the 
fall measure of probabilities, with the same care 
and cool judgment that he would a succession of 
fair hands. Indifferent players take tricks with 
aces, kings, and commanding cards ; or rather, 
those cards take the tricks. These cards also take 
tricks in the hands of a good player. He plays 
to bring in the tricks with the smallest cards, and 
generally in plain suits. One plays for a purpose, 
the other does not. 

Keep in mind that while you and your partner 
have been communicating to each other all the 
information you could as to the composition of 
your hands, that you might not conflict but unite 
your forces to gain your purposes, and with your 



116 



twenty-six cards win a victory over your adver- 
saries' twenty-six cards, that at the same time your 
adversaries have been making like communica- 
tions to one another as to the state of their hands, 
that their forces might not conflict, but he joined 
to overcome your and your partner's inten- 
tions, therefore it is of the utmost importance 
to you and your partner that each has closely 
observed and remembered all these communica- 
tions. They have informed you where it is fair 
sailing, and where rocks and sand bars may be 
found. Remembering all of your partner has said, 
what the adversaries have said, and taking into con- 
sideration the cards held by yourself, you will 
play your cards in a way to avoid the dangers sug- 
gested and bring home as many tricks as possible. 
Always remember that uniformity of plays, as 
directed by the books, gives information, confi- 
dence and character to the game, and that devia- 
tions therefrom bring uncertainty and confusion. 



History of Whist. 

There is no authentic record of the early history 
of whist. It undoubtedly was of slow growth 
and perfected by degrees. Originally it was 
played with less than fifty-two cards ; the 
cards representing symbolical and theological 
virtues. The earliest of which we have record 
bore marks of cups representing Faith, money for 
Charity, swords for Justice, and clubs for Forti- 
tude. 

The Germans at an early day employed hearts, 
bells, leaves and acorns. In the fifteenth century 
the French introduced what the English called 
spades, hearts, clubs and diamonds, since which 
time they .have been known by those names. The 
spade is symbolical of the German leaf — grun. 
The French called it pique, from its resemblance 
to the head of a pike. The English named it 
spade from the French symbol, and the Italian 
name for the suit of swords (spade). 

The English gave the name club, from its simi- 
larity in shape to the German acorn. The French 
called it trejle, from its similarity in shape to the 
trefoil leaf. The French called hearts ca-urs, and 
diamonds carreaux. In those cards there was in 
each suit picture cards and numerals. The pic- 
ture cards were given a superior value, as thev 
were more striking to the eye. 



118 



Probably the reason why the origin of whist 
and its early history is unrecorded and in ob- 
scurity, is from the fact, that the popular religious 
sentiment of the Christian world was averse to 
card playing. The only persons that used cards 
then openly and with confidence, were dis- 
reputable as witches and fortune tellers. Knaves 
were in cards and they were used then only by 
Knaves. 

The game is believed to be of English origin, 
though claimed by many to be of French. The 
English game of Trumps, or English-ruff and* 
honors, was like whist in many respects. 

There is no record as to the time when or 
how Trump, or English-ruff -and-honors, origin- 
ated. It was played in the time of Henry the 
VIII, and was referred to by Latimer in a ser- 
mon preached by him in St. Edmund's Church, 
Cambridge, on the Sunday before Christmas, 
1529, as follows: "And where you are wont 
to celebrate Christmas in playing at cards, I 
intend, by God's Grace, to deal unto you Christ's 
Cards, wherein you shall perceive Christ's Rule. 
The game that we play at shall be called the 
Triumph, which, if it be well played at, he that 
- dealeth shall win ; the players shall likewise win ; 
and the standers and lookers upon shall do the 
same. * * * You must mark also, that the 
Triumph must apply to fetch home unto him all 
the other Cards, whatever suit they may be of. 

# # Then further we must say to ourselves, 
What requireth Christ of a Christian man? Now 



119 



turn up jour Trump, your Heart, (Hearts is 
Trump, as I said before,) and cast your Trump, 
your Heart, on this card." 

In Berni's u Cajpitolo del Gioco delta Primer a" 
(chapter on the game of primero) published al 
Rome, in 1526,are several card games, among them 
" trionft" which undoubtedly was the same game 
as Trumps, or English ruff-and-honors. In 1545 
Rabelais published a list of games, among which 
la triomphe, meaning Trump, is included. 

In " Grammer Gurton's Needle," published in 
1551, by Bishop Still, the first piece performed 
in England under the name of a comedy, Old 
Dame Chat, invites friends to play a game of 
Trumps, as follows : 

Ghat. — What Diccou ? Come nere, ye be 110 stranger; 

We be set fast at trump, man, hard by the f yre. 
Thou shalt set on the king, if thou come a" little 
nyer. 

M * * * * * * 

Come hither, Dol; Dol, sit downe any play this 
game. 

And as thou sawest me do, see thou do even the 
same ; 

There is five trumps besides the queene, the hind- 
most thou shalt find her : 

Take hede of Sim Glover's wife, she hath an eie 
behind her.*' 

In Deckers "Belman of London," (1550) it is 
stated " Deceipts (are) practised even in the 
fayrest and most civill companies, at primero, 
sant (piquet), maw (spoil-five), tramp, and such 
like games." 



120 



Gotgrave in his '' French and English Diction- 
ary," (1611) explains triomphe as " the Card-game 
called ruffe or trump." 

In his "Fruits for the French," (159 V) Eliot 
calls trump " a verie common alehouse game," 
and in his u Invective against Vices," (1600,) Rice 
says a common sharper's trick is " renouncing 
the trompe and comming in againe." 

Shakespeare also mentions the game of trump 
in "Antony and Cleopatra," Act IV , Scene 12, 
first published in 1623, as follows: 

" Ant. — My good knave, Eros, now thy Captain is 
Even such a body; here am I Antony; 
Yet cannot hold this visible shape, my knave. 
I made these wars for Egypt ; and the Queen, 
Whose heart I thought I had, for she had mine ; 
Which, whilst it was mine, had annex'd unto 't 
A million more, now lost, — she. Eros, has 
Packed cards with Caesar, and false-played my glory 
Unto an enemy's triumph."' 

The punning indicates that the author has 
hearts in his mind. The evidence abundantly 
shows that trump is a correction of the word 
triumph. 

In his " Court Gramster," (1720,.) Seymour says : 
" The tetm trump comes from a corruption of the 
word triumph ; for wherever they are they are at- 
tended with conquest." Much speculation has been 
indulged in as to the derivation of the word ruffov 
ruffe. It has never been satisfactorily settled. 
Early in the seventeenth century ruffe was used 
as a' synonym for trump. In his "Grlossaiy," 
Nares says, " Ruff meant a trump card, charta 



121 



dominatrix" and at the present day many whist 
players speaking of ruffing, /. e, trumping; and 
the word "ruff 1 ' is preserved to the exclusion of 
the word trump in the expression " across- ruff." 

The game of ruff and-honors was probably 
nearly the same as trump or ruff. "The Old 
Foolish Christmas Game with Honors," is men- 
tioned in "shuffling, cutting and dealing in a 
game at Pickquet being acted from the year 1658 
to 1658, by 0. P. and others," (1659). It is 
claimed that trump was first played without 
honors, while others state that this view is merely 
conjecture, as no description of trump without 
honors is known to exist. In. 1674, in "The 
Oompleat Gamester : or Instruction how to play 
at Billiards, Trucks, Bowls and Chess, together 
with all manner of usual and most Gentile Games, 
either on Card or Dice," the poet Charles Cotton 
published a description of ruff-and-honors. The 
game of " English Ruff and Honors " is described 
by him as follows : 

" At Ruff and Honors, by some called Slam, 
you have in the pack all the deuces, and the rea- 
son is, because four playing, having dealt twelve 
apiece, there are four left for the Stock, the up- 
permost whereof is turned up, and that is trumps, 
he that hath the ace of that ruffs ; that is, he 
takes in those four cards and lays out four others 
in their lieu ; the four honors are the ace, king, 
queen and knave ; he that hath three honors in 
his own hand, his partner not having the fourth, 
sets up Eight by Cards, that is two tricks ; if he 
I 



122 



hath all four, then Sixteen, that is four tricks ; it 
is all one if two partners make them three or four 
between them, as if one had them. If the honors 
are equally divided among the Gamesters of each 
side, then they say honors are split. If either side 
are at Eight Groats he hath the benefit of calling 
Can-ye, if he hath two honors in his hand, and if 
the other answers one, the game is up, which is 
nine in all, but if he hath more than two he shows 
them, and then it is all one and the same thing; 
but if he forgets to call after playing a trick, he 
loseth the advantage of Can-ye for that deal. 

"All cards are of value as they are superior 
one to another, as a ten wins a nine if not trumps, 
so a queen a knave, in like manner ; but the least 
trump will win the highest card of every other 
card (suit;) where note the ace is the highest." 

This game was an imperfect form of whist. 
The name whist or whisk does not appear to have 
been introduced earlier than the seventeenth 
century. 

It has been claimed that the meaning of the 
word whist is silence, but as the original name of 
the game was whisk, and that not meaning silence, 
we are left in doubt as to its meaning. It is safe 
to say that its true derivation and meaning is un- 
known. 

The water poet Taylor, in his " Motto," gives 
us the first use of the word in print. Speaking 
of the prodigal, he says : 



128 



"The prodigall's estate, like to a flux, 
The mercer, draper, and the silkman suckes; 

:|c * :i: * * * * 

Me flings his money free with carelessness. 

At novum, mumchance, mischance, (chuse ye which, ) 

At one-and-thirty, or at poore-and-rich, 

Ruffe, slam, trump, nody, whisk, hole, sant, new cut." 

For about forty years the word whisk was used, 
and then the game is called whist in a passage 
quoted by Johnson from the second part of 
Hudibras, (spurious) published in 1663 : 

" But what was this? A game at Whist 
Unto our Plowden-Canonist. " 

After that it was called by both names. Whist 
is not named in the first edition of " The Com- 
pleat Gamester," in the edition of 1674. Cotton 
says, "Ruff and Honors, (alias Slam) and Whist, 
are games so commonly known in England, in all 
parts thereof, that every child of eight years old 
hath a competent knowledge in that recreation." 

After giving a description of Ruff and Honors, 
he says: "Whist is a game not much differing 
from this, only they put out the deuces and take 
in no stock ; and is called whist from the 
silence that is to be observed in the play ; they 
deal as before, playing four, two of a side, * * 
* * to each twelve-apiece, and the trump is the 
bottom card. The manner of crafty playing, the 
number of the Game Nine, Honors, and dignity 
of other cards, are all alike, and he that wins 
most tricks is most forward to win the set." 

The word whist is not used in the earlier edi- 
tions of either Cotton's work or Seymour's Court 



124 



Gamester, bat the two books were united about 
1754, after which Seymour says: "Whist, vul- 
garly called whisk. The original denomination 
of this game is Whist, or the silent game at 
cards." And again, " Talking is not allowed at 
whist ; the very word implies ' Hold your 
Tongue.' " 

Dr. Johnson does not positively assert that 
whist is derived from the inter jectio sileniium i ta- 
per ans, but he describes whist as " a game at cards, 
requiring close attention and silence:" in his 
Glossary, Nares explains whist as " an interjec- 
tion commanding silence;" and "that the name 
of the game of whist is derived from this, is 
known, I presume, to all who play or do not 
play." And yet he says it seems according 
to the original spelling, whisk, that the whist- 
silence theory has been too readily accepted. He 
remarked in his preface that he knows " the ex- 
treme fallaciousness of the science of etymology 
when based on mere similarity of sound." 

Another title, viz., swabbers or swobbers, was 
associated with whist while these changes in its 
name and character were being made. In the 
" History of the Life of the late Mr. Johnathan 
Wild, the Great," Fielding says that when the 
ingenious Count La Ruse was domiciled with Mr. 
Geoffrey Snap, in 1682, or, in other words, was 
in a springing house, the time spent indoors was 
passed by playing with the Count at Whisk-and- 
Swabbers, "the game then in the chief vogue." 
fn Swift's "Essay on the Fates of Clergymen,' ' 



125 



(1728,) Archbishop Tenison is ridiculed for his 
ignorance of the game of swabbers. A clergy- 
man having been recommended for preferment, 
the Archbishop said, "lie had heard that the 
clergymen used to play at whist and svvobbers ; 
that as to playing now and then. a sober game at 
whist, it might be pardoned ; but he could not 
digest those wicked swobbers." The word swob- 
bers, as defined by Johnson, is " four privileged 
cards used incidentally in betting at whist." In 
the " Classical Dictionary of the Vulgar Tongue," 
(1785,) by Captain Francis Grose, it is said swab- 
bers are "the ace of hearts, knave of clubs, ace 
and duce of trumps at whist." The Hon. Daines 
Barrington states that at the beginning of the 
eighteenth century, whisk was "played with 
what were called swabbers, which were possibly 
so termed because they who had certain cards in 
their hand were entitled to take up a share of the 
stake, independent of the general event of the 
game." 

For about one century the game has been 
known as whist, sometimes, but very rarely 
spelled whisk. In his comedy of the " Beaux's 
Strategem," (1707,) Farqnhar makes Mrs. Sullen, 
a London lady, speak contemptuously of the 
" rural accomplishments of drinking fat ale, play- 
ing at whisk, and smoking tobacco." Showing 
that the game at this period was not regarded 
with favor or respect by intelligent and refined 
people. Pope's opinion of the game is given in 
his " Epistle to Mrs. Teresa Blount," (1715): 



126 



' ' Some Squire, perhaps, you take delight to rack, 
Whose game is Whisk, whose treat a toast in sack. ' ! 

In his "Autumn," (1730,) Thomson says that 
after a heavy hunt-dinner — 

"Whist awhile, 
Walks his dull round beneath a cloud of smoke. 
Wreath'd fragrant from the pipe." 

Early in the eighteenth century the points of 
the game were changed from nine to ten, " nine 
in all," Cotton, 1709 ; " ten in all," Cotton, 1721 ; 
"nine in all," Cotton, 1725; "ten in all," Sey- 
mour, 1734; "rectified according to the present 
standard of play." Subsequently the editions of 
Seymour and Cotton united, the game was made 
ten up. About this time a change was made in 
the game whereby the pack was increased from 
forty-eight to fifty-two cards. By this change a 
new element was introduced into the game — the 
Odd Trick; 

Whist was comparatively unrecognized in the 
highest circles of society in Europe, as late as 
1728. 

Daines Barrington says that a party of gentle- 
men, including Lord Folkestone, at this date often 
met at the Crown Coffee House, in Bedford Eow, 
where they studied whist scientifically . They must 
have made considerable progress in the game 
j udging from the rules laid down by them : " Lead 
from the^strong suit ; study your partner's hand ; 
and attend to the score." 

In 1742 Edmond Hoyle, father of the game, 
published his " Short Treatise," as an anonymous 



127 



publication, but as soon as the authorship was 
known he became famous. 

This treatise caused the publication of a witty 
play, entitled "The Humors of Whist," a Dra- 
in atic Satire, as acted every day at White's and 
other coffee houses and assemblies, (L743.) It 
opens with an advertisement mimicking Hoyle's 
address to the reader. The play, which was 
spoken by a waiter at White's, ran as follows : 

•• Who will believe that man could e'er exist , 
"Who spent near half an age in studying Whist'/ 
Grew gray with calculation — labor hard 
As if life's business centered in a card ? 
That such there is, let me to those appeal . 
Who with such liberal hands reward his zeal. 
Lo ! Whist he makes a science, and our peers 
Deign to turn school boys in their riper years." 

About 1750, whist was a favorite game in 
fashionable circles. Hoyle is spoken of in " Tom 
Jones," as follows : " I happened to come home 
several hours before my usual time, when I found 
four gentlemen of the cloth at whist by my fire; 
and my Hoyle, sir, my best Hoyle. which cost me 
a guinea, lying open on the table, with a quantity 
of porter spilled on one of the most material 
leaves of the whole book. This, you will allow, 
was provoking ; but I said nothing till the rest of 
the honest company were gone, and then gave the 
fellow a gentle rebuke; who, instead of express- 
ing any concern, made me a pert answer, that 
servants must have their diversions as well as 
other people ; that he was sorry for the accident 
which had happened to the book, but that several 



123 



of his acquaintance bad bought the same for a 
shilling; and that I might stop as much in his 
wages, if I pleased.' 1 Also in the same work 
Lady Ballaston, Lord Fallamar and others are 
represented as indulging in a rubber. 

Alexander Thomson, in an epic on whist, 
(1791,) thus invokes Hoyle : 

" Wrist, then, delightful Whist, my theme shall be, 
And first I'll try to trace its pedigree. 
And shew what sage and comprehensive mind 
(lave to the world a pleasure so refin'd: 
Then shall the verse its various charms display. 
Which bear from ev'ry game the palm away: 
And. last of all, those rules and maxims tell. 
Which give the envied pow'r to play it well. 

But first, (for such the mode.) some tuneful shade 
Must be invok'd. the vent'rous muse to aid. 
Cremona's poet shall I first address. 
Who paints with skill the mimic war of chess, 
And India's art in Roman's accents sings: 
Or him who soars on far sublimer wings. 
Belinda's bard, who taught his liquid lay 
At Ombre's studious game so well to play? 

But why thus vainly hesitates the Muse. 

In idle doubt, what guardian pow'r to ehuse? 

What pow'r so well can aid her daring toil. 

As the bright spirit of immoral Hoyle? 

By whose enlighten'd efforts whist became 

A sober, serious, scientific game : 

To whose unwearied pains, while here below. 

The great, th' important privilege we owe. 

That random strokes disgrace our play no more. 

But skill presides, where all was chance before. 

Come. then, my friend, my teacher, and my guide. 
Where'er thy shadowy ghost may now reside; 
Perhaps (for Nature ev'ry change defies. 
Xor ev'n death our ruling passion dies) 



129 



With fond regret it hovers still, unseen. 
Around the tempting boards array 'd in green: 
Still with delight its fav'rite game regards. 
An tho' it plays no more o'erlooks the cards. 

Come, then, thou glory of Britannia's isle. 
On this attempt propitious vain to smile; 
Let all thy skill tlr unerring page inspire. 
And all thy zeal my raptur'd bosom fire." 

Byron also mentions Hoyle in his Don Juan. 

In 1760 the laws of the game were revised, 
making the game five points instead of ten; and 
these new laws were published in every subse- 
quent edition of Hoyle. Hoyle's laws were au- 
thority to all whist players for a hundred and 
four years; then the Arlington (now Turf) and 
Portland Clubs changed the code. The laws 
adopted by these clubs in 1864 have since become 
authority instead of Hoyle. 

"Advice to the Young Whist Player, 1 ' by 
Thomas Mathews, (1805,) was published. About 
the same time the game was again altered, the 
points being changed from ten to 'five, and calling 
honors being abolished. 

Whist was a favorite game with Louis XV., 
and under the first Empire with Josephine and 
Marie Louise. In "Diaries of a Lady of Quality,' 1 
2d Ed., p. 128, it is stated that Napoleon was in 
the habit of playing Whist at Wiirtemburg, but 
not for money, and that he played an indifferent 
game. Whist was played in France with more 
favor after the restoration. 

There have been several very valuable works 
issued by different authors, on Whist and Modern 



130 



Whist, within the past half century, and which 
are favorably known by the whist world. 

The statements made in the American edition 
of " Hoyle's Games," published at Philadelphia 
in May, 1857, that "cards were invented about 
the year 1390, to divert Charles VI, of France, 
&c, &c, are not received as true by modern 
authors." 

Authorities show that cards were used many 
y ears prior to that date. One writer states the}^ 
were in use as early as 1278. 

The supposed authority for those statements 
was an account rendered by Charles Poupart. the 
Royal Treasurer. The account bears date Feb- 
ruan^ 1st, 1892. Among the items in the ac- 
count is, — 

"Given to Jacquemin Gringonneur, painter, for three 
packs of cards in gold and various colors, and ornamented 
with several devices to carry before the Lord our King, for 
his amusement, fifty-six sols of Paris." 

From this the conclusion was gathered that 
cards were then invented. 

The treasurer did not pay the money for in- 
venting cards. J. Gr. was a painter and not an 
inventor. 

All that is to.be gathered from the item of ac- 
count is that J. G. painted and decorated three 
packs of cards and made them to be and appear 
as stated in the item, and for the purpose that the 
Sovereign might be aroused by them. 



For the Benefit of Novices and Others, 



the following is added : 

Modern Whist is a game of calculation, obser- 
vation and probabilities. It has a uniform system 
or code of plays whereby probabilities promise 
the greatest success. It is a science, and one of 
the most interesting and agreeable of all pastimes. 
To play it well requires strict attention, sound 
judgment and a retentive memory, as well as a 
knowledge of the system or code of plays. The 
latter can only be acquired by careful study and 
perseverance, observing the plays as made by 
good players, playing with them, &c. It is im- 
portant to the beginner that he start aright, as 
it is frequently more difficult to eradicate errone- 
ous, than to acquire just ideas. Study the laws 
of the game and the decisions which have been 
made, which are noted under the rules, that you 
may know the principles and orders directing 
the game. Study the plays as directed and seek 
to know the reason for each play. Never make a 
random shot, as the chance is you will hurt 
your partner. Learn to play your partner's 
hand and your own as one hand, i. e., to play 
your hand in such a way that you don't in- 
jure him but on the contrary aid him in getting 
in the greatest number possible of his suit, and 
your partner will play his hand in the same way 



132 



to aid you to get in of your suit as many tricks 
as possible. 

To render this aid and to prevent damage being- 
done by either to the other, it is highly im- 
portant that each should as early as possible in- 
dicate his suit. This is done by each leading of 
his suit the first lead he makes in the hand. 

Success in the game depends largely on a proper 
recollection of the cards that have been played, 
by whom, and when, in the order of plays, (we 
have seen, a player in his first lead leads from his 
longest suit, the second possibly and third probably 
were forced leads.) By adopting some system a 
beginner can aid his recollection. To illustrate, 
he can : 

1. Place his trumps at the left — his strongest 
suit next— his weaker suit next and the weakest 
suit at the right of the hand. In arrang- 
ing his suits he can place the lowest of each suit 
in front and behind this of the kind in their 
order to the highest card held of each suit at 
the back of its suit — unless he holds highest card 
or cards; in that event he can place it or them 
in the front. 

2. As the game proceeds, whenever he is left 
- with the highest card of a suit, he can then place 

that card i n front. Having also second best of the 
suit, place that forward and next behind best. 

8. To remember suit first led by your partner 
lie will place a card of that suit at the left of his 
trumps. 



133 



4. If lie suspects that an adversary has revoked, 
he can place a trump among the suit in which 
he thinks it occurred. 

5. He can place a thirteenth card among his 
tramps. 

He can after this mode make what would be 
to him an intelligent record of the past in the 
hand 'as well as evidences of strength for future 
plays. 

1. Four players constitute a single set. 

2. If there are more than four players, it is 
determined by Rules 16 and 17 which shall first 
play. 

3. The partnership is determined by cutting. 
(See Rules 13, 14, 15 and 16.) The two lowest 
play as partners against the two highest, and the 
one cutting the lowest has choice of cards and 
seats. 

-1. Partners sit facing each other, with an ad- 
versary on either side. 

5. Cards are shuffled as provided by Rules 26, 
27, 28 and 32, i. e., in case of playing with one 
pack. But in case of playing with two packs, 
those rules apply and also Rules 30 and 31. 

6. The dealer having shuffled, he passes the 
pacjv to his right hand adversary to cut, as pro- 
vided by Rule 34. 



134 



7. After the cut is made the dealer reunites 
the 'packets, putting at the bottom of the pack- 
that part of the pack that was cut. 

8. The dealer now deals the top card of the 
pack to his , left hand adversary, the next card to 
his, (the dealer's) partner, the next to his right 
hand adversary, the next to himself, the next to 
his left hand adversary, and then continues the 
deal around, giving to each player a card in rota- 
tion until the whole pack is dealt out ; the last 
card will fall to the dealer; this card he places on 
the table face upwards. 

The suit indicated by that card is the trump 
suit during the play of that hand. Cards of this 
suit have, as we shall see, an artificial superiority 
of value. 

The deal completed, each player will take in 
hand the cards dealt him, and for convenience 
and safety in playing out his cards, classify 
or sort them, i. e., putting the cards of each suit 
together. The player at the dealer's left makes 
the first lead. 

The leader is known as First Hand, the player 
at the leader's left is always Second Hand, the 
leader's partner as Third Hand, and the last player 
to a trick is always Fourth Hand. 

As stated, the player at the dealer's left has 
the lead ; the suit he should play from and the 
card thereof which he should play, is indicated to 
him from page 79 to page 98 inclusive. The 
player to his left is Second Hand, and the card he 



135 



should play to that trick is indicated to him from 
page 98 to 104 inclusive. The next player at the 
last player's left is Third Hand, and the card he 
should play is indicated to him from page 104 to 
110 inclusive, The other player is Fourth Hand, 
and the card he should play is indicated to him 
at page 1 11, &c. As suggested, the trump suit has a 
superior and artificial value, as any trump card, 
even the lowest, will take any card of any 
other suit. If this trick was not trumped, it 
was taken by the player who played the highest 
card of the suit led. The order of value of 
cards runs in this wise, both in trumps and 
plain suits, viz. : Ace is highest, King next, 
Queen next, Knave next, 10 spot next, 9 spot 
next and in that order down to 2 spot, which is 
lowest. 

The winner of this trick or his partner will 
gather it in (and it is immaterial which does it as 
their interest in the game is mutual,) and turn it 
face downward on the table. 

The player who played the card that took that 
trick is the leader of the next trick, and as to which 
he is First Hand. The suit he should lead and 
the card thereof is indicated to him as before 
stated at page 79, &c. The next plaj^er is Second 
Hand and it is indicated to him what card to play 
as before stated at page 98, &c. The next player 
is Third Hand, and as before stated at page 104, 
&c., he is informed what card to play; the last 
player is Fourth Hand, and he is told as before 
what card to play at page 11 1, &c. 



186 



The side winning this trick gathers it in and 
turns it face downward on the table. Thus the 
game proceeds, the winner of each succeeding 
trick being the leader and First Hand in the 
next lead. The player at his left Second 
Hand, &c, &c, around, as in previous tricks, and 
each hand will be played as directed in the refer- 
ences before mentioned as applicable to each 
hand until the hand is played out. The result 
of that hand is then scored. See Rule 2 and 
note thereto, also Rule 3 and note thereto. 

To the score as indicated in Rule 2 should be 
added any points due either side by reason of 
penalties due for a violation of a Rule, if a viola- 
tion has occurred. The Rules under which a 
penalty may arise are 53, 55, 56, 60, 63, 68, 70, 
72, 76, 77 and 86. 

The side winning five points first wins the 
game. Neither side winning the game the first 
hand, the pack is shuffled, cut and dealt around 
the same as in the first deal. The player at 
the left of the first dealer is the dealer in this 
hand, and after the cards are cut he deals them 
out to the players the same as the first dealer, 
commencing at his left hand adversary and con- 
tinuing around one at a time until the last card 
is dealt, which he turns up as the trump suit for 
this hand. 

If the result of this hand scored as before, to- 
gether with results of first hand does, not give 
either side as many as five points, other hands are 
continued to be played until one side shall score 



137 



as many as five points. The side winning that 
number of points first wins the game. The 
player at the left of each preceding dealer suc- 
ceeds to the right of deal. A player must always 
follow suit if he can; if he cannot, he may play 
any card he wishes 

Some players object to the call for trumps — 
the "echo' 1 and all plays whereby, as they say, a 
player informs his partner that he holds any card 
in hand. 

This communication between partners within the 
rules of the game is, in a large degree, the intelli- 
gence of the game. Your playing with a partner 
who plays a haphazard game of thirteen cards 
against thirty-nine, and your guessing what cards 
he holds, is not whist. He plays because it is 
his turn to play, with no policy or purpose. 

The beginner at the game and the indifferent 
player must, if they expect to become good whist 
players, adhere to the rules and plays as laid down 
in the books on modern whist. 

Neither can afford to set his opinion against 
the conclusions of sound whist players, arrived at 
after long and careful study ; a favorable result of 
one play or of several made in violation of their 
conclusions, signifies nothing. The question to 
be determined is, whether a play followed up 
for a long run, as directed by the books, or 
played in violation of directions, will take the 
most tricks. Whist players play probabilities — 
not certainties. Success against sound instruc- 
tion represents minor chance — the course directed 
J 



188 



by it major chance. Kemember that it is a 
small advantage that wins the game, as seven 
tricks win a point, while six tricks win nothing. 
Success in >this, as in other sciences, is best pro- 
moted by starting fully up to the times. 

By adopting this course, studying the rules 
and directions for leads and plays, and the rea- 
sons given therefor, and by observing the plays 
as made by good players, you may feel assured 
that you are on the way to a knowledge of the 
game and of becoming a good and skillful player. 



Probabilities. 



Of course, between equally good players the 
probabilities are equal as to which will be the 
winning side. ' Each side having won a game, the 
probabilities are yet equal. One side only hav- 
ing won a game, the probabilities are 3 to 1 that 
that side will win the rubber. 

The probabilities of the modern game of whist 
winning as against the old game, is about 21 to 
20. One player holding five cards in a suit, the 
probabilities are 63 in a 1,000 that one of the 
other players holds no card of that suit. The 
probabilities are that the leader who opens the 
lead of a plain suit by a small card cannot hold 
the ace, is about 2 to 5. 

The probabilites that he does hold the ace with 
that lead is about 180 to 1,000. Second hand 
not holding ace, the probabilities are equal with 
third and fourth hand, about 410 to 1,000 each. 

Leading trumps from five or more, the prob- 
bilities are (to you second hand) 104 to 260, that 
the leader holds the ace, so that substantially the 
probabilities are that it is with the leader 400 
times in a 1,000 ; it is with the third hand, 300 
times in a 1,000 ; it is with the fourth hand 300 
times in a 1,000. 

King played second hand would win 7 times in 10. The 
chances would be in favor of playing king second, holding 



140 



only one small card, but the player t hereby would expose 
his weakness in trumps, and give his right hand adversary 
the opportunity to finesse against him on return of the lead. 

The chances are equal that queen lies with third or fourth 
hand, and more than a one-third chance that it is held by the 
leader. 

Number of times that a suit will probably go round when 
one player holds a given number of cards, the pack being 
fairly shuffled : 

NUMBER OF CARDS HELD BY ONE PLAYER. J 4 | 5 | 6 j 7 | 8 

The suit will go around once or more in 

a 1.000 times 

Twice or more 

Three times 



1)56 
642 
158 



1)3; 



8;8.800| 685 
341 143 



01 



The probabilities are that a player will hold four cards 
of a suit 1.335 times in 2,000. 

One player holding four cards of a suit, the probabilities 
are that some other players will hold none: 
44 times in a 1.000. 1st round. 

314 times in a 1.000. 2d round. 

484 times in a 1,000. 3d round. 

158 times in a 1.000. il will go around t hird time. 

1,000 

The probabities of a player being dealt a given 
number of cards of a particular suit : 
Xo card of the suit once in 80 deals. 

One card of the suit will be dealt him 80 times in 1.000 
deals. 

Two cards of the suit will be dealt him 20(5 times in 1.000 
deals. 

Three cards of the suit will bedealt him 287 limes in 1,000 
deals. 



141 



Four cards of the suit will bedeall him 239 times in 1,000 
deals. 

Five cards of the suit will lie dealt him 125 times in 1.000 
deals. 

Six cards of t he suit will he dealt him 1 time in 24 deals. 
Seven cards of the suit will be dealt him 1 time in 144 
deals. 

Eight cards of the suit will be dealt him 1 time in 860 
deals. 

Xine cards of the suit will be dealt him 1 time in 12.100 
deals. 

Ten cards of the suit will be dealt him 1 time in 243.000 
deals. 

Eleven cards of the suit will be dealt him 1 time in 11. 000.- 
000 deals. 

Twelve cards of the suit will be dealt him 1 time in 1,250,- 
000.000 deals. 

Thirteen cards of the suit will be dealt him 1 time in 
635.000.000.000. 

The number of different hands possible to be held by one 
player from a full pack of cards, is 635.013.559.600. 

At the commencement of the hand, the probability of 
your partner holding a certain card that you do not. is two 
to one against him. 

It is about five to four that he holds one card out of any 
two. 

It is about four to one that he holds one card out of any 
four. 

It is about five to two that he holds one card out of any 
t hree. 

It is about three to one that he does not hold two cards 
out of any three. 

ft is about three to two that he-does not hold two cards 
out of any four. 



Keeping the Score and the femes, 



Keeping the Score. 

In keeping the score of points it is well to keep 
it with chips. As the game progresses its state is 
apparent to each player. The game is scored in 
manner following : 



Point. 

1 



Points. 




Points. 
3 



Points. 
4 



Form, Etc., for Score of Games. 
— + 



I 


Jones, 


II 


II 


Jenkins, 


I 


II 


Davis, 


I 


I 


Harris, 


II 



This shows that Jones and Harris have two on plus side, 
and one each on minus side, and consequently have won two 
games, and lost one, and the score also shows that Jenkins 
and Davis have lost two games and won one. 



Rhyming Rules and Mnemonic Maxims 



BEING SHORT MEMORANDA OF IMPORTANT POINTS TO BE KEPT IN 
MIND BY THOSE WHO WOULD PRACTICE THE 
SCIENTIFIC GAME OF 



Versicles chiefly by Wm. Pole, F. R. S. Mus. Doc. Oxon. 
Additions and emendations by T. D. L. 



You, wlu> would learn our modern whist, should know. 
Prom this main principle its precepts now : — 
" Treat your own hand as to your partner's joined. 
And play, not one alone, but both combined." 

Your first lead makes your partner understand 

What is the chief component of your hand : 

And hence there is necessity the strongest* 

That your first lead be from your suit that's longest. 

In this, with Ace and King, lead King, then Ace : 
With King, Queen, others, then King has first place ; 
With Ace, Queen, Knave, lead Ace, and then the Queen : 
With Ace, four small ones. Ace should first be seen ; 
With Queen, Knave, ten, you let the Queen precede : 
In other cases you the lowest lead. 

From each card dropped some lesson should be learned : 
Good play tells plainest what you hold or want . 

*Var.— Lead, therefore, always from your suit that's strongest. 
If four or more; if less, lead from your longest 




144 



When you return your partnar's lead, take pains 
To lead him back the best your hand contains 
If you received not more than three at first: 
If you had more you may return the worst : 
But if you hold the master card, you're bound 
To play it. in most cases, second round. 
Ere you return your friend's your own suit play: 
But trumps you must return without delay. 
Unless to game you clearly see your way. 
Having- no better lead 'tis seldom wrong- 
To lead up to the weal', or through the strong. 
When second hand, your lowest should be played. 
(Unless you mean " trump signal " to be made): 
Or if you've King and Queen, or Ace and King. 
Then one of these will be the proper thing. 
Mind well the rules for trumps ; you'll often need them: 
When you hold five 'tis always* right to lead them ; 
Or if the lead won't come in time to you. 
Signal at once your partner so to do. 
Watch also for your partner's trump request. 
To which, with \ess than four, play out your best. 
To lead through honors turned up is poor play. 
Unless you want the trump suit cleared away. 
Or hope to catch the honor either way. 
When, second hand, a doubtful trick you see. 
Dont trump it if you hold more 1 rumps than three : 
But having three or less, trump fearlessly. 
When weak in trumps yourself, don't force your friend. 
(Unless the game, to win or save, depend): 
But always force the adverse strong trump hand. 



♦Query— mostly ? 



145 



In Sequences, wise custom has decreed 

The lowest you must play, if you don't lead. 

To lead a singleton were tempting fate : 

Lead not from five if none be over eight: 

Strengthen your partner, then, and watch, and wait. 

Third hand plays high. When to play queen ur when act 

To ruff, throw leads, make coups to gain the tenace, — 

These judgment need: — -finesse if failure menace. 

When you discard, weak suits you ought to choose: 

For strong ones are too valuable to lose. 

But when, too weak in trumps, your chance is mar'd, 

Throw your strong suits, and o'er the weak keep guard. 

This above all: — with cards or partner bad. 

Lose with good grace; strive on: and don't get mad. 

When balanced skill and equal fortune are. 

Victors they prove who. in the friendly war. 

Never forget tin- cards, the turn-up, and the score. 

Study the chances: to speculate forbear. 

Sound play is safest. Be bold and hazards dare 

Only when beaten: — 'tis Tortoise against Hare. 

Follow the rules: but fear not to offend 

Against the precept, to effect the end. 

What happy license answers to the full 

Th' intent proposed, that license is a rule.* 

Reason soon sees and shapes its means to ends. 

And case to circumstance subjects, and bends 

All to combine: the higher strokes of art 

No laws can compass, and no rules impart. 

Plays oft are stratagems which errors seem. 

And genius wakes to win where fogies dream. 



*Three lines adapted from Pope. 



146 



Chance oft beats skill. Though luck seem lord at whist. 
Science and judgment win, while rules assist: 
For of all games the game of most skill is't. 

These rules of Whist, discovered, not devised. 
Are old Whist still, but modern-methodized. 



C 156 



L!™5L 0F CONGRESS 



